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authorClément Foucault <foucault.clem@gmail.com>2019-05-30 00:52:37 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-05-30 14:43:33 +0300
commit596492e639f07b6a0a3f705a0f944dc57f94b7e4 (patch)
tree55f3dfa9ee3ad03c90954bec26f7c85157dc2d1b /source/blender/draw/engines/eevee/eevee_lights.c
parent32a2bfddcb4b0dedbea987ae3e335dc6aecdaed8 (diff)
DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
Diffstat (limited to 'source/blender/draw/engines/eevee/eevee_lights.c')
-rw-r--r--source/blender/draw/engines/eevee/eevee_lights.c4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c
index e966fadbcdb..24d35e2bd45 100644
--- a/source/blender/draw/engines/eevee/eevee_lights.c
+++ b/source/blender/draw/engines/eevee/eevee_lights.c
@@ -453,7 +453,7 @@ void EEVEE_lights_cache_shcaster_add(EEVEE_ViewLayerData *UNUSED(sldata),
struct GPUBatch *geom,
Object *ob)
{
- DRW_shgroup_call_object(stl->g_data->shadow_shgrp, geom, ob);
+ DRW_shgroup_call(stl->g_data->shadow_shgrp, geom, ob);
}
void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata,
@@ -483,7 +483,7 @@ void EEVEE_lights_cache_shcaster_material_add(EEVEE_ViewLayerData *sldata,
DRW_shgroup_uniform_float(grp, "alphaThreshold", alpha_threshold, 1);
}
- DRW_shgroup_call_object(grp, geom, ob);
+ DRW_shgroup_call(grp, geom, ob);
}
/* Make that object update shadow casting lights inside its influence bounding box. */