From 7ee5245aebeb645c03e2849cd57a235aebb1d96c Mon Sep 17 00:00:00 2001 From: NissimHadar Date: Fri, 9 Feb 2018 10:45:29 -0800 Subject: [PATCH] Added shadow caster flag to filter. --- libraries/render-utils/src/RenderShadowTask.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/render-utils/src/RenderShadowTask.cpp b/libraries/render-utils/src/RenderShadowTask.cpp index c5bdcf03dd..e34f550def 100644 --- a/libraries/render-utils/src/RenderShadowTask.cpp +++ b/libraries/render-utils/src/RenderShadowTask.cpp @@ -224,7 +224,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende const auto setupOutput = task.addJob("ShadowSetup"); const auto queryResolution = setupOutput.getN(2); // Fetch and cull the items from the scene - static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask); + static const auto shadowCasterFilter = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(tagBits, tagMask).withShadowCaster(); const auto fetchInput = FetchSpatialTree::Inputs(shadowCasterFilter, queryResolution).asVarying(); const auto shadowSelection = task.addJob("FetchShadowTree", fetchInput); const auto selectionInputs = FetchSpatialSelection::Inputs(shadowSelection, shadowCasterFilter).asVarying(); @@ -398,7 +398,7 @@ void RenderShadowCascadeSetup::run(const render::RenderContextPointer& renderCon const auto globalShadow = lightStage->getCurrentKeyShadow(); if (globalShadow && _cascadeIndexgetCascadeCount()) { - output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask); + output.edit0() = ItemFilter::Builder::visibleWorldItems().withTypeShape().withOpaque().withoutLayered().withTagBits(_tagBits, _tagMask).withShadowCaster(); // Set the keylight render args auto& cascade = globalShadow->getCascade(_cascadeIndex);