From ae8bc232a25257576fcdfe650a9b63101dd8f76a Mon Sep 17 00:00:00 2001 From: Azaezel Date: Thu, 4 Apr 2019 20:56:57 -0500 Subject: [PATCH] surpress nonrendered lights killoff method till we've time to revisit that --- Engine/source/lighting/lightManager.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Engine/source/lighting/lightManager.cpp b/Engine/source/lighting/lightManager.cpp index 3bb71fd97..58081dae9 100644 --- a/Engine/source/lighting/lightManager.cpp +++ b/Engine/source/lighting/lightManager.cpp @@ -226,7 +226,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh { // Cull the lights using the frustum. getSceneManager()->getContainer()->findObjectList( *frustum, lightMask, &activeLights ); - + /* for (U32 i = 0; i < activeLights.size(); ++i) { if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i])) @@ -235,7 +235,7 @@ void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLigh --i; } } - + */ // Store the culling position for sun placement // later... see setSpecialLight. mCullPos = frustum->getPosition();