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https://github.com/TorqueGameEngines/Torque3D.git
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Removes current implement of shadow caching
Also removes EC stuff as it's not ready for prime-time yet
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f007700646
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66cc6fb9d1
141 changed files with 67 additions and 19491 deletions
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@ -223,7 +223,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
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// Find a shadow map for this light, if it has one
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ShadowMapParams *lsp = light->getExtended<ShadowMapParams>();
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LightShadowMap *lsm = lsp->getShadowMap();
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LightShadowMap *dynamicShadowMap = lsp->getShadowMap(true);
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// Get the right shadow type.
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ShadowType shadowType = ShadowType_None;
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@ -236,7 +235,6 @@ void AdvancedLightBinManager::addLight( LightInfo *light )
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LightBinEntry lEntry;
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lEntry.lightInfo = light;
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lEntry.shadowMap = lsm;
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lEntry.dynamicShadowMap = dynamicShadowMap;
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lEntry.lightMaterial = _getLightMaterial( lightType, shadowType, lsp->hasCookieTex() );
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if( lightType == LightInfo::Spot )
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@ -376,7 +374,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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setupSGData( sgData, state, curLightInfo );
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curLightMat->setLightParameters( curLightInfo, state );
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mShadowManager->setLightShadowMap( curEntry.shadowMap );
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mShadowManager->setLightDynamicShadowMap( curEntry.dynamicShadowMap );
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// Set geometry
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GFX->setVertexBuffer( curEntry.vertBuffer );
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@ -405,7 +402,6 @@ void AdvancedLightBinManager::render( SceneRenderState *state )
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// Set NULL for active shadow map (so nothing gets confused)
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mShadowManager->setLightShadowMap(NULL);
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mShadowManager->setLightDynamicShadowMap(NULL);
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GFX->setVertexBuffer( NULL );
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GFX->setPrimitiveBuffer( NULL );
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