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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_BucketManager.cpp')
-rw-r--r--source/gameengine/Rasterizer/RAS_BucketManager.cpp12
1 files changed, 10 insertions, 2 deletions
diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index af8c855f3b0..7d1190bef5c 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -238,13 +238,21 @@ void RAS_BucketManager::Renderbuckets(
BucketList::iterator bit;
list<RAS_MeshSlot>::iterator mit;
for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
- // RAS_MaterialBucket *bucket = *bit; /* UNUSED */
+ /* 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);
}
}
for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
- // RAS_MaterialBucket* bucket = *bit; /* UNUSED */
+ if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
+ continue;
+
for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
mit->m_mesh->SetMeshModified(false);
}