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Further fix for not rendering unnecessary shadow casters.

Lasse Öörni 14 years ago
parent
commit
58eb27c25c
1 changed files with 1 additions and 2 deletions
  1. 1 2
      Engine/Graphics/View.cpp

+ 1 - 2
Engine/Graphics/View.cpp

@@ -992,8 +992,7 @@ void View::ProcessShadowCasters(Light* light, unsigned splitIndex, const PODVect
         // Project shadow caster bounding box to light view space for visibility check
         // Project shadow caster bounding box to light view space for visibility check
         lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
         lightViewBox = drawable->GetWorldBoundingBox().Transformed(lightView);
         
         
-        if (drawable->IsInView(frame_) || IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum,
-            lightViewFrustumBox))
+        if (IsShadowCasterVisible(drawable, lightViewBox, shadowCamera, lightView, lightViewFrustum, lightViewFrustumBox))
         {
         {
             // Update geometry now if not updated yet
             // Update geometry now if not updated yet
             if (!drawable->IsInView(frame_))
             if (!drawable->IsInView(frame_))