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Added some missing initialization that was messing up the view frustum calculations. This fixes dynamic lightmaps not getting updated due to surfaces being culled incorrectly.

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Nico de Poel 5 years ago
parent
commit
54c49bad34
  1. 5
      engine/UniQuake/vid_uniquake.c

5
engine/UniQuake/vid_uniquake.c

@ -31,6 +31,8 @@ void VID_Init(void)
vid.colormap = host_colormap; vid.colormap = host_colormap;
vid.fullbright = 256 - LittleLong(*((int *)vid.colormap + 2048)); vid.fullbright = 256 - LittleLong(*((int *)vid.colormap + 2048));
vid.recalc_refdef = 1;
} }
void VID_Shutdown(void) void VID_Shutdown(void)
@ -47,6 +49,9 @@ void VID_Lock(void)
void GL_BeginRendering(int *x, int *y, int *width, int *height) void GL_BeginRendering(int *x, int *y, int *width, int *height)
{ {
*x = *y = 0;
*width = vid.width;
*height = vid.height;
} }
void GL_EndRendering(void) void GL_EndRendering(void)

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