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