BGE: This fixes a problem where lamps in inactive layers were rendering shadows buffers that never got used, which was a huge performance sink.

This commit is contained in:
Mitchell Stokes 2012-03-29 01:56:08 +00:00
parent 42076f0a1f
commit f22f60e7c4

@ -1918,16 +1918,20 @@ static KX_GameObject *gameobject_from_blenderobject(
KX_BlenderSceneConverter *converter)
{
KX_GameObject *gameobj = NULL;
Scene *blenderscene = kxscene->GetBlenderScene();
switch(ob->type)
{
case OB_LAMP:
{
KX_LightObject* gamelight= gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
KX_LightObject* gamelight = gamelight_from_blamp(ob, static_cast<Lamp*>(ob->data), ob->lay, kxscene, rendertools, converter);
gameobj = gamelight;
gamelight->AddRef();
kxscene->GetLightList()->Add(gamelight);
if (blenderscene->lay & ob->lay)
{
gamelight->AddRef();
kxscene->GetLightList()->Add(gamelight);
}
break;
}