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@@ -139,8 +139,6 @@ void View::Update(const FrameInfo& frame)
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frame_.frameNumber_ = frame.frameNumber_;
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frame_.viewSize_ = IntVector2(width_, height_);
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- shadowFrame_ = frame_;
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-
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// Clear old light scissor cache, geometry, light, occluder & batch lists
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lightScissorCache_.Clear();
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geometries_.Clear();
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@@ -435,7 +433,6 @@ void View::GetBatches()
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shadowQueue.shadowCamera_ = shadowCameras_[j];
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shadowQueue.nearSplit_ = shadowNearSplits_[j];
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shadowQueue.farSplit_ = shadowFarSplits_[j];
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- shadowFrame_.camera_ = shadowCamera;
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// Setup the shadow split viewport and finalize shadow camera parameters
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shadowQueue.shadowViewport_ = GetShadowMapViewport(light, j, lightQueue.shadowMap_);
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@@ -450,7 +447,7 @@ void View::GetBatches()
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for (unsigned l = 0; l < numBatches; ++l)
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{
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Batch shadowBatch;
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- drawable->GetBatch(shadowBatch, shadowFrame_, l);
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+ drawable->GetBatch(shadowBatch, frame_, l);
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Technique* tech = GetTechnique(drawable, shadowBatch.material_);
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if (!shadowBatch.geometry_ || !tech)
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