Do not update mesh in shadow pass.
It may introduce some 1 frame latency between shadows and geometry but in practice it's not noticeable.
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@@ -114,7 +114,7 @@ void STKAnimatedMesh::render()
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const video::SMaterial& material = ReadOnlyMaterials ? mb->getMaterial() : Materials[i];
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if (isObject(material.MaterialType))
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{
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == TRANSPARENT_PASS || irr_driver->getPhase() == SHADOW_PASS)
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if (irr_driver->getPhase() == SOLID_NORMAL_AND_DEPTH_PASS || irr_driver->getPhase() == TRANSPARENT_PASS)
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{
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glBindVertexArray(0);
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size_t size = mb->getVertexCount() * GLmeshes[i].Stride;
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