diff --git a/libraries/render-utils/src/DeferredLightingEffect.cpp b/libraries/render-utils/src/DeferredLightingEffect.cpp index fd7826070d..0a562de3ba 100644 --- a/libraries/render-utils/src/DeferredLightingEffect.cpp +++ b/libraries/render-utils/src/DeferredLightingEffect.cpp @@ -468,11 +468,6 @@ void DeferredLightingEffect::render(const render::RenderContextPointer& renderCo auto& part = mesh->getPartBuffer().get(0); batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex); } - // keep for debug - /* { - auto& part = mesh->getPartBuffer().get(1); - batch.drawIndexed(model::Mesh::topologyToPrimitive(part._topology), part._numIndices, part._startIndex); - }*/ } } } @@ -555,7 +550,6 @@ static void loadLightProgram(const char* vertSource, const char* fragSource, boo state->setDepthTest(true, false, gpu::LESS_EQUAL); // TODO: We should use DepthClamp and avoid changing geometry for inside /outside cases - //state->setDepthClampEnable(true); // additive blending state->setBlendFunction(true, gpu::State::ONE, gpu::State::BLEND_OP_ADD, gpu::State::ONE); @@ -665,8 +659,7 @@ model::MeshPointer DeferredLightingEffect::getSpotLightMesh() { std::vector parts; parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::TRIANGLES)); - //DEBUG: - parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); + parts.push_back(model::Mesh::Part(0, indices, 0, model::Mesh::LINE_STRIP)); // outline version _spotLightMesh->setPartBuffer(gpu::BufferView(new gpu::Buffer(parts.size() * sizeof(model::Mesh::Part), (gpu::Byte*) parts.data()), gpu::Element::PART_DRAWCALL));