Fix shadow on splatting

This commit is contained in:
Vincent Lejeune
2014-11-18 01:45:28 +01:00
parent 9d36ca74d6
commit 6781146f8a

View File

@@ -372,7 +372,16 @@ handleSTKCommon(scene::ISceneNode *Node, std::vector<scene::ISceneNode *> *Immed
if (irr_driver->hasARB_draw_indirect())
{
for_in(mesh, node->MeshSolidMaterial[Mat])
MeshForShadowPass[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
{
if (Mat != Material::SHADERTYPE_SPLATTING)
MeshForShadowPass[Mat][cascade][mesh->mb].emplace_back(mesh, Node);
else
{
core::matrix4 ModelMatrix = Node->getAbsoluteTransformation(), InvModelMatrix;
ModelMatrix.getInverse(InvModelMatrix);
ListMatSplatting::getInstance()->Shadows[cascade].emplace_back(mesh, ModelMatrix, InvModelMatrix);
}
}
}
else
{