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

This commit is contained in:
AzaezelX 2019-09-20 14:45:05 -05:00
parent ff4c2d59fc
commit c680471378
5 changed files with 7 additions and 8 deletions

View file

@ -316,11 +316,10 @@ void LightShadowMap::render(RenderPassManager* renderPass,
}
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 );