EDuke32 Changelog Unofficial archive

Build 2536

25 March 2012 · 2 commits by 1 author · SVN

Builds by month 110 builds

Original log file · 20120325-2536.txt
------------------------------------------------------------------------
r2536 | plagman | 2012-03-25 17:55:53 -0700 (Sun, 25 Mar 2012) | 6 lines

polymer: cull sprite lights after computing sprite geometry

This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
------------------------------------------------------------------------
r2535 | plagman | 2012-03-25 17:55:41 -0700 (Sun, 25 Mar 2012) | 5 lines

polymer: don't shadow-optimize light culling in cached sprites

Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
------------------------------------------------------------------------
Polymer FixEngine

cull sprite lights after computing sprite geometry

Pierre-Loup A. Griffais (Plagman) 25 Mar 2012, 17:55 UTC−7 r2536

This was broken ever since updatesprite() had been forked off drawsprite() and would cause static lights to never hit static sprites until one or the other changed, after which the light would always get culled against outdated sprite geometry.

Polymer Engine

don't shadow-optimize light culling in cached sprites

Pierre-Loup A. Griffais (Plagman) 25 Mar 2012, 17:55 UTC−7 r2535

Since updatesprite() only happens once for static sprites, avoiding light culling if we hit it in a shadow pass means that sprite will never be lit as long as that happens.