From b6ec969fb3b6700b84561a3dbcc360f38e532f7b Mon Sep 17 00:00:00 2001 From: Azaezel Date: Wed, 8 Jun 2016 19:15:10 -0500 Subject: [PATCH] worst case scenario fallback for if we can't track down why vector lighting seems determined to shift positions periodically based upon some influence by the dynamicrefreshfrequency rate --- Engine/source/lighting/shadowMap/lightShadowMap.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Engine/source/lighting/shadowMap/lightShadowMap.cpp b/Engine/source/lighting/shadowMap/lightShadowMap.cpp index 984f6cbc6..8be673ec2 100644 --- a/Engine/source/lighting/shadowMap/lightShadowMap.cpp +++ b/Engine/source/lighting/shadowMap/lightShadowMap.cpp @@ -313,9 +313,11 @@ void LightShadowMap::render( RenderPassManager* renderPass, return; mStaticRefreshTimer->reset(); + /* TODO: find out why this is causing issue with translucent objects if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq())) return; mDynamicRefreshTimer->reset(); + */ mDebugTarget.setTexture( NULL ); _render( renderPass, diffuseState );