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#2350: It's now possible to render scenes without any blend lights
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codereader committed Aug 20, 2022
1 parent 2ce021b commit 2983b80
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Showing 2 changed files with 2 additions and 4 deletions.
4 changes: 0 additions & 4 deletions radiantcore/rendersystem/backend/BlendLight.cpp
Expand Up @@ -79,10 +79,6 @@ void BlendLight::draw(OpenGLState& state, RenderStateFlags globalFlagsMask,
// The light textures will be bound by applyState.
// The texture0/texture1 units will have already been filled in when constructing the pass

// TODO: Set clamp
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);

// Apply our state to the current state object
pass.applyState(state, globalFlagsMask);

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2 changes: 2 additions & 0 deletions radiantcore/rendersystem/backend/LightingModeRenderer.cpp
Expand Up @@ -274,6 +274,8 @@ void LightingModeRenderer::drawInteractingLights(OpenGLState& current, RenderSta
void LightingModeRenderer::drawBlendLights(OpenGLState& current, RenderStateFlags globalFlagsMask,
const IRenderView& view, std::size_t renderTime)
{
if (_blendLights.empty()) return;

// Set the openGL state
auto blendLightState = OpenGLShaderPass::CreateBlendLightState(_blendLightProgram);

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