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Shadow batches don't need a zone, since they shouldn't use ambient color or fogging settings. This also fixes a bug with erroneous fog settings when OpenGL constant buffers are used.

Lasse Öörni 9 years ago
parent
commit
11b1e2cc2d
1 changed files with 1 additions and 2 deletions
  1. 1 2
      Source/Urho3D/Graphics/View.cpp

+ 1 - 2
Source/Urho3D/Graphics/View.cpp

@@ -1077,7 +1077,6 @@ void View::GetLightBatches()
                                 threadedGeometries_.Push(drawable);
                         }
 
-                        Zone* zone = GetZone(drawable);
                         const Vector<SourceBatch>& batches = drawable->GetBatches();
 
                         for (unsigned l = 0; l < batches.Size(); ++l)
@@ -1095,7 +1094,7 @@ void View::GetLightBatches()
 
                             Batch destBatch(srcBatch);
                             destBatch.pass_ = pass;
-                            destBatch.zone_ = zone;
+                            destBatch.zone_ = 0;
 
                             AddBatchToQueue(shadowQueue.shadowBatches_, destBatch, tech);
                         }