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https://github.com/TorqueGameEngines/Torque3D.git
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looks like the with the latest translucnency work, dynamic shadows are no longer triggering malformed values in forward lit materials, so flipped that back on
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@ -99,7 +99,7 @@ void LightBase::initPersistFields()
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addField( "brightness", TypeF32, Offset( mBrightness, LightBase ), "Adjusts the lights power, 0 being off completely." );
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addField( "castShadows", TypeBool, Offset( mCastShadows, LightBase ), "Enables/disabled shadow casts by this light." );
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addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightBase ), "static shadow refresh rate (milliseconds)" );
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addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightBase ), "dynamic shadow refresh rate (milliseconds)");
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addField( "priority", TypeF32, Offset( mPriority, LightBase ), "Used for sorting of lights by the light manager. "
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"Priority determines if a light has a stronger effect than, those with a lower value" );
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@ -97,7 +97,7 @@ void LightDescription::initPersistFields()
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addField( "range", TypeF32, Offset( range, LightDescription ), "Controls the size (radius) of the light" );
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addField( "castShadows", TypeBool, Offset( castShadows, LightDescription ), "Enables/disabled shadow casts by this light." );
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addField( "staticRefreshFreq", TypeS32, Offset( mStaticRefreshFreq, LightDescription ), "static shadow refresh rate (milliseconds)" );
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addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightDescription ), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField( "dynamicRefreshFreq", TypeS32, Offset( mDynamicRefreshFreq, LightDescription ), "dynamic shadow refresh rate (milliseconds)");
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endGroup( "Light" );
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@ -278,4 +278,4 @@ DefineEngineMethod( LightDescription, apply, void, (),,
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//ConsoleMethod( LightDescription, apply, void, 2, 2, "force an inspectPostApply for the benefit of tweaking via the console" )
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//{
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// object->inspectPostApply();
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//}
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//}
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@ -379,7 +379,7 @@ void ScatterSky::initPersistFields()
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"Enables/disables shadows cast by objects due to ScatterSky light." );
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addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, ScatterSky), "static shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, ScatterSky), "dynamic shadow refresh rate (milliseconds)");
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addField( "brightness", TypeF32, Offset( mBrightness, ScatterSky ),
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"The brightness of the ScatterSky's light object." );
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@ -1451,4 +1451,4 @@ DefineEngineMethod( ScatterSky, applyChanges, void, (),,
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)
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{
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object->inspectPostApply();
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}
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}
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@ -168,7 +168,7 @@ void Sun::initPersistFields()
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"Enables/disables shadows cast by objects due to Sun light");
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addField("staticRefreshFreq", TypeS32, Offset(mStaticRefreshFreq, Sun), "static shadow refresh rate (milliseconds)");
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)", AbstractClassRep::FieldFlags::FIELD_HideInInspectors);
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addField("dynamicRefreshFreq", TypeS32, Offset(mDynamicRefreshFreq, Sun), "dynamic shadow refresh rate (milliseconds)");
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endGroup( "Lighting" );
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@ -316,11 +316,10 @@ void LightShadowMap::render(RenderPassManager* renderPass,
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}
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mStaticRefreshTimer->reset();
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/* TODO: find out why this is causing issue with translucent objects
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if (_dynamic && (mDynamicRefreshTimer->getElapsedMs() < getLightInfo()->getDynamicRefreshFreq()))
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return;
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mDynamicRefreshTimer->reset();
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*/
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mDebugTarget.setTexture( NULL );
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_render( renderPass, diffuseState );
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