registergloballights now taks a (by default on) cullSceneLights. off for reflection capture as that is presently acting up

This commit is contained in:
Azaezel 2018-12-04 12:41:15 -06:00
parent 0d915b31ae
commit bd742bbf75
4 changed files with 15 additions and 14 deletions

View file

@ -198,7 +198,7 @@ void LightManager::setSpecialLight( LightManager::SpecialLightTypesEnum type, Li
registerGlobalLight( light, NULL );
}
void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLighting )
void LightManager::registerGlobalLights( const Frustum *frustum, bool staticLighting, bool cullSceneLights)
{
PROFILE_SCOPE( LightManager_RegisterGlobalLights );
@ -226,16 +226,17 @@ 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]))
{
activeLights.erase(i);
--i;
}
}
if (cullSceneLights)
{
for (U32 i = 0; i < activeLights.size(); ++i)
{
if (!getSceneManager()->mRenderedObjectsList.contains(activeLights[i]))
{
activeLights.erase(i);
--i;
}
}
}
// Store the culling position for sun placement
// later... see setSpecialLight.
mCullPos = frustum->getPosition();