forked from Mirrors/openclonk
Clear Relight markers in C4Landscape::Clear (#1510)
Otherwise, when starting the next scenario, random spots would be initially re-lighted. That's not necessarily a problem, but unnecessary work, and it triggered the assertion in C4FowAmbient::UpdateFromLandscape if the relight was scheduled for a region that's outside of the landscape boundaries of the second scenario.shapetextures
parent
32bc68fdab
commit
eab0f2850a
|
@ -1276,6 +1276,9 @@ void C4Landscape::Clear(bool fClearMapCreator, bool fClearSky, bool fClearRender
|
|||
delete [] pInitial; pInitial = NULL;
|
||||
delete [] pInitialBkg; pInitialBkg = NULL;
|
||||
delete pFoW; pFoW = NULL;
|
||||
// clear relight array
|
||||
for (int32_t i = 0; i < C4LS_MaxRelights; ++i)
|
||||
Relights[i].Default();
|
||||
// clear scan
|
||||
ScanX=0;
|
||||
Mode=C4LSC_Undefined;
|
||||
|
|
Loading…
Reference in New Issue