fix test failures

This commit is contained in:
Eric Wasylishen 2023-06-18 23:24:36 -06:00
parent 94357818f9
commit eae883b55c
2 changed files with 4 additions and 5 deletions

View File

@ -2843,11 +2843,10 @@ bool Face_IsLightmapped(const mbsp_t *bsp, const mface_t *face)
// Very specific hack: the only reason to lightmap sky faces in Q2 is to light mdl's floating over sky.
// If lightgrid is in use, this reason is no longer relevant, so skip lightmapping.
// TEMP DISABLED
/*if (light_options.lightgrid.value() && bsp->loadversion->game->id == GAME_QUAKE_II &&
if (light_options.lightgrid.value() && bsp->loadversion->game->id == GAME_QUAKE_II &&
(texinfo->flags.native & Q2_SURF_SKY)) {
return false;
}*/
}
return bsp->loadversion->game->surf_is_lightmapped(texinfo->flags);
}

View File

@ -37,8 +37,7 @@ See file, 'COPYING', for details.
using namespace std;
using namespace polylib;
static mutex surfacelights_lock;
static size_t total_surflight_points = 0;
static std::atomic_size_t total_surflight_points;
void ResetSurflight()
{
@ -137,6 +136,7 @@ static void MakeSurfaceLight(const mbsp_t *bsp, const settings::worldspawn_keys
}
l->points.push_back(fixed_point);
++total_surflight_points;
});
l->minlight_scale = extended_flags.surflight_minlight_scale;