Fixes linker errors when Basic Lighting is removed

This commit is contained in:
chaigler 2018-01-24 16:27:29 -05:00
parent 463cd50d0a
commit 59c81f9179
3 changed files with 24 additions and 3 deletions

View file

@ -43,7 +43,11 @@
#include "materials/materialFeatureTypes.h"
#include "console/console.h"
#include "postFx/postEffect.h"
#include "lighting/basic/basicLightManager.h"
#ifdef TORQUE_BASIC_LIGHTING
#include "lighting/basic/basicLightManager.h"
#else
#include "lighting/advanced/advancedLightManager.h"
#endif
#include "lighting/shadowMap/shadowMatHook.h"
#include "materials/materialManager.h"
#include "lighting/shadowMap/lightShadowMap.h"
@ -529,8 +533,12 @@ void ProjectedShadow::_renderToTexture( F32 camDist, const TSRenderState &rdata
mRenderTarget->resolve();
GFX->popActiveRenderTarget();
// If we're close enough then filter the shadow.
if ( camDist < BasicLightManager::getShadowFilterDistance() )
// If we're close enough then filter the shadow.
#ifdef TORQUE_BASIC_LIGHTING
if (camDist < BasicLightManager::getShadowFilterDistance())
#else
if (camDist < AdvancedLightManager::getShadowFilterDistance())
#endif
{
if ( !smShadowFilter )
{