]> git.rm.cloudns.org Git - xonotic/darkplaces.git/commitdiff
gl_rmain: Duplicate the lightmap update code to avoid the extra check for non-world...
authorcloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 8 Nov 2020 06:25:13 +0000 (06:25 +0000)
committercloudwalk <cloudwalk@d7cf8633-e32d-0410-b094-e92efae38249>
Sun, 8 Nov 2020 06:25:13 +0000 (06:25 +0000)
git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@13039 d7cf8633-e32d-0410-b094-e92efae38249

gl_rmain.c

index 2e2db42446095a53872568be42ebcd4e106f49d9..1cca3cae6ae1a527d1e7d808df693ff4a5e2f38b 100644 (file)
@@ -10017,26 +10017,6 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep
        surfaces = model->data_surfaces;
        update = model->brushq1.lightmapupdateflags;
 
-       // update light styles
-       if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
-       {
-               model_brush_lightstyleinfo_t *style;
-               // Iterate over each active style
-               for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
-               {
-                       if (style->value != r_refdef.scene.lightstylevalue[style->style])
-                       {
-                               int *list = style->surfacelist;
-                               style->value = r_refdef.scene.lightstylevalue[style->style];
-                               // Iterate over every surface this style applies to
-                               for (j = 0;j < style->numsurfaces;j++)
-                                       // Update brush entities even if not visible otherwise they'll render solid black.
-                                       if(r_refdef.viewcache.world_surfacevisible[list[j]] || ent != r_refdef.scene.worldentity)
-                                               update[list[j]] = true;
-                       }
-               }
-       }
-
        flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
 
        if (debug)
@@ -10055,6 +10035,25 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep
        // add visible surfaces to draw list
        if (ent == r_refdef.scene.worldentity)
        {
+               // update light styles
+               if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
+               {
+                       model_brush_lightstyleinfo_t *style;
+                       // Iterate over each active style
+                       for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
+                       {
+                               if (style->value != r_refdef.scene.lightstylevalue[style->style])
+                               {
+                                       int *list = style->surfacelist;
+                                       style->value = r_refdef.scene.lightstylevalue[style->style];
+                                       // Iterate over every surface this style applies to
+                                       for (j = 0;j < style->numsurfaces;j++)
+                                               // Update brush entities even if not visible otherwise they'll render solid black.
+                                               if(r_refdef.viewcache.world_surfacevisible[list[j]])
+                                                       update[list[j]] = true;
+                               }
+                       }
+               }
                // for the world entity, check surfacevisible
                for (i = 0;i < model->nummodelsurfaces;i++)
                {
@@ -10071,6 +10070,23 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep
        }
        else
        {
+               // update light styles
+               if (!skysurfaces && !depthonly && !prepass && model->brushq1.num_lightstyles && r_refdef.scene.lightmapintensity > 0)
+               {
+                       model_brush_lightstyleinfo_t *style;
+                       // Iterate over each active style
+                       for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
+                       {
+                               if (style->value != r_refdef.scene.lightstylevalue[style->style])
+                               {
+                                       int *list = style->surfacelist;
+                                       style->value = r_refdef.scene.lightstylevalue[style->style];
+                                       // Iterate over every surface this style applies to
+                                       for (j = 0;j < style->numsurfaces;j++)
+                                               update[list[j]] = true;
+                               }
+                       }
+               }
                // add all surfaces
                for (i = 0; i < model->nummodelsurfaces; i++)
                        r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];