lights wouldn't render at all if use_shadow / cast_shadow was disabled
This commit is contained in:
parent
2972db8cd7
commit
57cd481731
|
@ -41,7 +41,7 @@ class Inc {
|
|||
|
||||
public static function bindShadowMap() {
|
||||
for (l in iron.Scene.active.lights) {
|
||||
if (!l.visible || !l.data.raw.cast_shadow || l.data.raw.type != "sun") continue;
|
||||
if (!l.visible || l.data.raw.type != "sun") continue;
|
||||
var n = "shadowMap";
|
||||
path.bindTarget(n, n);
|
||||
break;
|
||||
|
@ -109,7 +109,8 @@ class Inc {
|
|||
pointIndex = 0;
|
||||
spotIndex = 0;
|
||||
for (l in iron.Scene.active.lights) {
|
||||
if (!l.visible || !l.data.raw.cast_shadow) continue;
|
||||
if (!l.visible) continue;
|
||||
|
||||
path.light = l;
|
||||
var shadowmap = Inc.getShadowMap(l);
|
||||
var faces = l.data.raw.shadowmap_cube ? 6 : 1;
|
||||
|
@ -117,7 +118,9 @@ class Inc {
|
|||
if (faces > 1) path.currentFace = i;
|
||||
path.setTarget(shadowmap);
|
||||
path.clearTarget(null, 1.0);
|
||||
path.drawMeshes("shadowmap");
|
||||
if (l.data.raw.cast_shadow) {
|
||||
path.drawMeshes("shadowmap");
|
||||
}
|
||||
}
|
||||
path.currentFace = -1;
|
||||
|
||||
|
|
Loading…
Reference in a new issue