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authorPorteries Tristan <republicthunderbolt9@gmail.com>2016-02-06 13:53:15 +0300
committerPorteries Tristan <republicthunderbolt9@gmail.com>2016-03-01 23:21:11 +0300
commit266348e65899f87097086eaa06845cb30816e605 (patch)
tree844c0d847e4a1b070d1e0512932a92ab82f1a568 /source/gameengine/Ketsji
parent47498c4f05ee19094be272bc0e4c44ee568fbb0d (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.
Diffstat (limited to 'source/gameengine/Ketsji')
-rw-r--r--source/gameengine/Ketsji/KX_KetsjiEngine.cpp4
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);