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98f8295765
Currently, we always traverse the scene graph an additional time with a ComputeLightSpaceBounds visitor during shadow casting. ComputeLightSpaceBounds is only useful when the shadow casting mask allows us to shrink the bounds of the rendered scene, so we guard its traversal with a check against getCastsShadowTraversalMask. In practice, this guard never works because we build the traversal mask inclusively. With this PR we limit the getCastsShadowTraversalMask check to relevant masks. This new check allows us to skip a superfluous ComputeLightSpaceBounds traversal with most settings. |
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.. | ||
buffercache.cpp | ||
buffercache.hpp | ||
cellborder.cpp | ||
cellborder.hpp | ||
chunkmanager.cpp | ||
chunkmanager.hpp | ||
compositemaprenderer.cpp | ||
compositemaprenderer.hpp | ||
defs.hpp | ||
material.cpp | ||
material.hpp | ||
quadtreenode.cpp | ||
quadtreenode.hpp | ||
quadtreeworld.cpp | ||
quadtreeworld.hpp | ||
storage.hpp | ||
terraindrawable.cpp | ||
terraindrawable.hpp | ||
terraingrid.cpp | ||
terraingrid.hpp | ||
texturemanager.cpp | ||
texturemanager.hpp | ||
viewdata.cpp | ||
viewdata.hpp | ||
world.cpp | ||
world.hpp |