Don't calculate lighting when not enabled.

We just ignore it anyway.  2% improvement in Tales of Phantasia X.
This commit is contained in:
Unknown W. Brackets committed 2014-03-24 22:57:58 -07:00
1 parent 2240cae3bf
commit a414abfe4a
1 file changed
+4 -3
+4 -3
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@@ -398,11 +398,12 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
} else {
unlitColor = Vec4f::FromRGBA(gstate.getMaterialAmbientRGBA());
}
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, normal);
if (gstate.isLightingEnabled()) {
float litColor0[4];
float litColor1[4];
lighter.Light(litColor0, litColor1, unlitColor.AsArray(), out, normal);
// Don't ignore gstate.lmode - we should send two colors in that case
for (int j = 0; j < 4; j++) {
c0[j] = litColor0[j];