A even more better fix for this

This commit is contained in:
Steel Titanium 2020-06-17 18:40:56 -04:00
parent 1e655fb2c1
commit 8365d975d3

View file

@ -215,11 +215,11 @@ void HWR_RenderBatches(void)
int polygonReadPos = 0;// position in polygonIndexArray int polygonReadPos = 0;// position in polygonIndexArray
int currentShader; int currentShader;
int nextShader; int nextShader = 0;
GLMipmap_t *currentTexture; GLMipmap_t *currentTexture;
GLMipmap_t *nextTexture; GLMipmap_t *nextTexture = NULL;
FBITFIELD currentPolyFlags; FBITFIELD currentPolyFlags = 0;
FBITFIELD nextPolyFlags; FBITFIELD nextPolyFlags = 0;
FSurfaceInfo currentSurfaceInfo; FSurfaceInfo currentSurfaceInfo;
FSurfaceInfo nextSurfaceInfo; FSurfaceInfo nextSurfaceInfo;
@ -228,6 +228,10 @@ void HWR_RenderBatches(void)
if (!currently_batching) if (!currently_batching)
I_Error("HWR_RenderBatches called without starting batching"); I_Error("HWR_RenderBatches called without starting batching");
nextSurfaceInfo.LightInfo.fade_end = 0;
nextSurfaceInfo.LightInfo.fade_start = 0;
nextSurfaceInfo.LightInfo.light_level = 0;
currently_batching = false;// no longer collecting batches currently_batching = false;// no longer collecting batches
if (!polygonArraySize) if (!polygonArraySize)
{ {