diff options
author | Mitchell Stokes <mogurijin@gmail.com> | 2014-05-13 10:13:27 +0400 |
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committer | Mitchell Stokes <mogurijin@gmail.com> | 2014-05-13 10:13:27 +0400 |
commit | 2055e968df654ade2a7a477dcc7c134b1f65dcb8 (patch) | |
tree | 096d015f0f5e6abb35847deaac19b6263e48fc66 | |
parent | 43f3e79ceeb92c5373b22fb64fdf2ed9c781d5cd (diff) |
Fix T38379: Mesh vertices only update when in cone of last created spotlight
The shadow render passes could set a mesh's modified status to false
even if they were not rendered. This means their display lists do not
get updated. For now, just skip setting all buckets' modified to false
during shadow render passes.
-rw-r--r-- | source/gameengine/Rasterizer/RAS_BucketManager.cpp | 38 |
1 files changed, 17 insertions, 21 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp index eaa9b3df494..f90b5959f76 100644 --- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp +++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp @@ -228,28 +228,24 @@ void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRast RenderSolidBuckets(cameratrans, rasty); RenderAlphaBuckets(cameratrans, rasty); - /* All meshes should be up to date now */ - /* Don't do this while processing buckets because some meshes are split between buckets */ - BucketList::iterator bit; - list<RAS_MeshSlot>::iterator mit; - for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { - /* This (and the similar lines of code for the alpha buckets) is kind of a hacky fix for #34382. If we're - * drawing shadows and the material doesn't cast shadows, then the mesh is still modified, so we don't want to - * set MeshModified to false yet. This will happen correctly in the main render pass. - */ - if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows()) - continue; - - for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - mit->m_mesh->SetMeshModified(false); + /* If we're drawing shadows and bucket wasn't rendered (outside of the lamp frustum or doesn't cast shadows) + * then the mesh is still modified, so we don't want to set MeshModified to false yet (it will mess up + * updating display lists). Just leave this step for the main render pass. + */ + if (rasty->GetDrawingMode() != RAS_IRasterizer::KX_SHADOW) { + /* All meshes should be up to date now */ + /* Don't do this while processing buckets because some meshes are split between buckets */ + BucketList::iterator bit; + list<RAS_MeshSlot>::iterator mit; + for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) { + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { + mit->m_mesh->SetMeshModified(false); + } } - } - for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) { - if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows()) - continue; - - for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { - mit->m_mesh->SetMeshModified(false); + for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) { + for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) { + mit->m_mesh->SetMeshModified(false); + } } } |