Removes current implement of shadow caching

Also removes EC stuff as it's not ready for prime-time yet
This commit is contained in:
Areloch 2019-12-13 01:14:03 -06:00
parent f007700646
commit 66cc6fb9d1
141 changed files with 67 additions and 19491 deletions

View file

@ -38,9 +38,6 @@
#include "T3D/gameBase/gameConnection.h"
#include "math/mathUtils.h"
#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/systems/render/meshRenderSystem.h"
// For player object bounds workaround.
#include "T3D/player.h"
@ -361,8 +358,6 @@ void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZ
if( gEditingMission && state->isDiffusePass() )
objectMask = EDITOR_RENDER_TYPEMASK;
MeshRenderSystem::render(this, state);
// Update the zoning state and traverse zones.
if( getZoneManager() )