Another fix for pass recode: lamp shadow for lamps not in visible

render-layers or with option "only layer" was still calculated, giving
unnecessary slowdowns.
This commit is contained in:
Ton Roosendaal 2006-12-06 15:48:40 +00:00
parent bd6db18b81
commit 49f1375638

@ -879,7 +879,10 @@ void shade_samples_do_shadow(ShadeSample *ssamp)
for(sample=0, shi= ssamp->shi; sample<ssamp->tot; shi++, sample++) {
float visifac, lv[3], lampdist, inpr;
/* three tests to quickly reject */
/* tests to quickly reject */
if(lar->mode & LA_LAYER) if((lar->lay & shi->vlr->lay)==0) continue;
if((lar->lay & shi->lay)==0) continue;
if(!(shi->mode & MA_SHADOW) || (shi->mode & MA_SHLESS))
continue;