fix test failures
This commit is contained in:
parent
94357818f9
commit
eae883b55c
|
|
@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Reference in New Issue