forked from bartvdbraak/blender
Fix T38379: Mesh vertices only update when in cone of last created spotlight
The shadow render passes could set a mesh's modified status to false even if they were not rendered. This means their display lists do not get updated. For now, just skip setting all buckets' modified to false during shadow render passes.
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@ -228,28 +228,24 @@ void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRast
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RenderSolidBuckets(cameratrans, rasty);
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RenderAlphaBuckets(cameratrans, rasty);
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/* All meshes should be up to date now */
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/* Don't do this while processing buckets because some meshes are split between buckets */
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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/* This (and the similar lines of code for the alpha buckets) is kind of a hacky fix for #34382. If we're
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* drawing shadows and the material doesn't cast shadows, then the mesh is still modified, so we don't want to
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* set MeshModified to false yet. This will happen correctly in the main render pass.
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*/
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if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
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continue;
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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/* If we're drawing shadows and bucket wasn't rendered (outside of the lamp frustum or doesn't cast shadows)
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* then the mesh is still modified, so we don't want to set MeshModified to false yet (it will mess up
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* updating display lists). Just leave this step for the main render pass.
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*/
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if (rasty->GetDrawingMode() != RAS_IRasterizer::KX_SHADOW) {
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/* All meshes should be up to date now */
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/* Don't do this while processing buckets because some meshes are split between buckets */
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BucketList::iterator bit;
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list<RAS_MeshSlot>::iterator mit;
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for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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}
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}
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}
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
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continue;
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
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for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
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mit->m_mesh->SetMeshModified(false);
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}
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}
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}
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