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authorClément Foucault <foucault.clem@gmail.com>2018-03-02 20:35:25 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-03-02 20:35:59 +0300
commitc43d51c1c2c7c811a30a26ebc1fcdf7af6c0c0c0 (patch)
tree6922f2f7808ca3cd22a72056940ae099e15bab5f /source/blender/draw/engines/eevee/eevee_lightprobes.c
parent9b47ad2974bac14342f09ad16176d8dc5452840d (diff)
Eevee: Make use of culling when rendering the shadowmaps.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lightprobes.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lightprobes.c6
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lightprobes.c b/source/blender/draw/engines/eevee/eevee_lightprobes.c
index b69823b60c3..11eebb517e2 100644
--- a/source/blender/draw/engines/eevee/eevee_lightprobes.c
+++ b/source/blender/draw/engines/eevee/eevee_lightprobes.c
@@ -1246,13 +1246,13 @@ static void render_scene_to_planar(
DRW_viewport_matrix_override_set(viewmat, DRW_MAT_VIEW);
DRW_viewport_matrix_override_set(viewinv, DRW_MAT_VIEWINV);
+ /* Be sure that cascaded shadow maps are updated. */
+ EEVEE_draw_shadows(sldata, psl);
+
/* Since we are rendering with an inverted view matrix, we need
* to invert the facing for backface culling to be the same. */
DRW_state_invert_facing();
- /* Be sure that cascaded shadow maps are updated. */
- EEVEE_draw_shadows(sldata, psl);
-
DRW_state_clip_planes_add(clip_plane);
/* Attach depth here since it's a DRW_TEX_TEMP */