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trying to ge the shadow to render correctly
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90bff36fd3
commit
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2 changed files with 10 additions and 1 deletions
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@ -332,8 +332,14 @@ void EntityTreeRenderer::leaveAllEntities() {
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void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
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void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::RenderSide renderSide) {
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if (_tree) {
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if (_tree) {
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Model::startScene(renderSide);
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Model::startScene(renderSide);
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RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode, renderSide,
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ViewFrustum* frustum = (renderMode == RenderArgs::SHADOW_RENDER_MODE) ?
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_viewState->getShadowViewFrustum() : _viewState->getCurrentViewFrustum();
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RenderArgs args = { this, frustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode, renderSide,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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_tree->lockForRead();
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_tree->lockForRead();
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_tree->recurseTreeWithOperation(renderOperation, &args);
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_tree->recurseTreeWithOperation(renderOperation, &args);
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@ -32,6 +32,9 @@ public:
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/// gets the current view frustum for rendering the view state
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/// gets the current view frustum for rendering the view state
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virtual ViewFrustum* getCurrentViewFrustum() = 0;
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virtual ViewFrustum* getCurrentViewFrustum() = 0;
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/// gets the shadow view frustum for rendering the view state
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virtual ViewFrustum* getShadowViewFrustum() = 0;
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virtual bool getShadowsEnabled() = 0;
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virtual bool getShadowsEnabled() = 0;
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virtual bool getCascadeShadowsEnabled() = 0;
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virtual bool getCascadeShadowsEnabled() = 0;
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