Do not enter renderLights if dynamic light is disabled
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@ -335,7 +335,8 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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// Lights
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{
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PROFILER_PUSH_CPU_MARKER("- Light", 0x00, 0xFF, 0x00);
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renderLights(pointlightcount, hasShadow);
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if (UserConfigParams::m_dynamic_lights)
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renderLights(pointlightcount, hasShadow);
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PROFILER_POP_CPU_MARKER();
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}
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@ -164,11 +164,7 @@ void IrrDriver::renderLights(unsigned pointlightcount, bool hasShadow)
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for (unsigned i = 0; i < sun_ortho_matrix.size(); i++)
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sun_ortho_matrix[i] *= getInvViewMatrix();
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m_rtts->getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).Bind();
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if (!UserConfigParams::m_dynamic_lights)
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glClearColor(.5, .5, .5, .5);
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glClear(GL_COLOR_BUFFER_BIT);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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m_rtts->getFBO(FBO_DIFFUSE).Bind();
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if (UserConfigParams::m_gi && UserConfigParams::m_shadows && hasShadow)
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@ -179,9 +179,6 @@ RTT::RTT(size_t width, size_t height)
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF1_R]);
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FrameBuffers.push_back(new FrameBuffer(somevector, half.Width, half.Height));
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// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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somevector.clear();
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somevector.push_back(RenderTargetTextures[RTT_HALF2]);
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@ -258,6 +255,15 @@ RTT::RTT(size_t width, size_t height)
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somevector.push_back(RH_Blue);
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m_RH_FBO = new FrameBuffer(somevector, 32, 16, true);
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}
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// Clear this FBO to 1s so that if no SSAO is computed we can still use it.
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getFBO(FBO_HALF1_R).Bind();
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glClearColor(1., 1., 1., 1.);
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glClear(GL_COLOR_BUFFER_BIT);
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getFBO(FBO_COMBINED_DIFFUSE_SPECULAR).Bind();
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glClearColor(.5, .5, .5, .5);
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glClear(GL_COLOR_BUFFER_BIT);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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