diff options
author | Porteries Tristan <republicthunderbolt9@gmail.com> | 2016-02-06 13:53:15 +0300 |
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committer | Porteries Tristan <republicthunderbolt9@gmail.com> | 2016-03-01 23:21:11 +0300 |
commit | 266348e65899f87097086eaa06845cb30816e605 (patch) | |
tree | 844c0d847e4a1b070d1e0512932a92ab82f1a568 | |
parent | 47498c4f05ee19094be272bc0e4c44ee568fbb0d (diff) |
UPBGE: Disallow shadow buffer render when the lamp is hidden.
It now allow the user to use multiple shadow lamps and hidden the culled lamps.
-rw-r--r-- | source/gameengine/Ketsji/KX_KetsjiEngine.cpp | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp index c8bfab0453e..7237c473332 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.cpp +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.cpp @@ -1096,7 +1096,9 @@ void KX_KetsjiEngine::RenderShadowBuffers(KX_Scene *scene) raslight->Update(); - if (m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && raslight->HasShadowBuffer()) { + if (light->GetVisible() && m_rasterizer->GetDrawingMode() == RAS_IRasterizer::KX_TEXTURED && + raslight->HasShadowBuffer()) + { /* make temporary camera */ RAS_CameraData camdata = RAS_CameraData(); KX_Camera *cam = new KX_Camera(scene, scene->m_callbacks, camdata, true, true); |