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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

Azaezel 9 vuotta sitten
vanhempi
commit
b6ec969fb3
1 muutettua tiedostoa jossa 2 lisäystä ja 0 poistoa
  1. 2 0
      Engine/source/lighting/shadowMap/lightShadowMap.cpp

+ 2 - 0
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 );