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Don't create lightGrid2 image if deluxe disabled
Don't create the light grid direction image if deluxe mapping is disabled.
1 parent 1ad917e commit 0119d77

1 file changed

Lines changed: 21 additions & 10 deletions

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src/engine/renderer/tr_bsp.cpp

Lines changed: 21 additions & 10 deletions
Original file line numberDiff line numberDiff line change
@@ -3457,7 +3457,11 @@ static void R_SetConstantColorLightGrid( const byte color[3] )
34573457
imageParams.wrapType = wrapTypeEnum_t::WT_EDGE_CLAMP;
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tr.lightGrid1Image = R_Create3DImage("<lightGrid1>", (const byte *)w->lightGridData1, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
3460-
tr.lightGrid2Image = R_Create3DImage("<lightGrid2>", (const byte *)w->lightGridData2, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
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3461+
if ( glConfig.deluxeMapping )
3462+
{
3463+
tr.lightGrid2Image = R_Create3DImage("<lightGrid2>", (const byte *)w->lightGridData2, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
3464+
}
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}
34623466

34633467
/*
@@ -3702,7 +3706,11 @@ void R_LoadLightGrid( lump_t *l )
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imageParams.wrapType = wrapTypeEnum_t::WT_EDGE_CLAMP;
37033707

37043708
tr.lightGrid1Image = R_Create3DImage("<lightGrid1>", (const byte *)w->lightGridData1, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
3705-
tr.lightGrid2Image = R_Create3DImage("<lightGrid2>", (const byte *)w->lightGridData2, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
3709+
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if ( glConfig.deluxeMapping )
3711+
{
3712+
tr.lightGrid2Image = R_Create3DImage("<lightGrid2>", (const byte *)w->lightGridData2, w->lightGridBounds[ 0 ], w->lightGridBounds[ 1 ], w->lightGridBounds[ 2 ], imageParams );
3713+
}
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37073715
Log::Debug("%i light grid points created", w->numLightGridPoints );
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}
@@ -4663,14 +4671,13 @@ static void SetWorldLight() {
46634671
tr.modelLight = lightMode_t::GRID;
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}
46654673

4666-
if ( glConfig.deluxeMapping ) {
4667-
// Enable deluxe mapping emulation if light direction grid is there.
4668-
if ( tr.lightGrid2Image ) {
4669-
// Game model surfaces use grid lighting, they don't have vertex light colors.
4670-
tr.modelDeluxe = deluxeMode_t::GRID;
4674+
// Enable deluxe mapping emulation if light direction grid is there.
4675+
if ( tr.lightGrid2Image ) {
4676+
ASSERT( glConfig.deluxeMapping );
4677+
// Game model surfaces use grid lighting, they don't have vertex light colors.
4678+
tr.modelDeluxe = deluxeMode_t::GRID;
46714679

4672-
// Only game models use emulated deluxe map from light direction grid.
4673-
}
4680+
// Only game models use emulated deluxe map from light direction grid.
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}
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}
46764683

@@ -4723,7 +4730,11 @@ static void SetConstUniforms() {
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}
47244731

47254732
globalUBOProxy->SetUniform_LightGrid1Bindless( GL_BindToTMU( BIND_LIGHTGRID1, tr.lightGrid1Image ) );
4726-
globalUBOProxy->SetUniform_LightGrid2Bindless( GL_BindToTMU( BIND_LIGHTGRID2, tr.lightGrid2Image ) );
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4734+
if ( tr.lightGrid2Image )
4735+
{
4736+
globalUBOProxy->SetUniform_LightGrid2Bindless( GL_BindToTMU( BIND_LIGHTGRID2, tr.lightGrid2Image ) );
4737+
}
47274738
}
47284739

47294740
if ( glConfig.usingMaterialSystem ) {

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