diff options
author | x2048 <codeforsmile@gmail.com> | 2022-10-26 22:26:09 +0200 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-10-26 22:26:09 +0200 |
commit | 88820cd31c2fe21c8c16ee547a3335131e8ba009 (patch) | |
tree | dcd2894e11f9365dfe2238194c0e16d0ccd59afa /src/client/shadows/dynamicshadowsrender.cpp | |
parent | 16266397ed3db6503487574a4c1f7fa0e5a7c4ce (diff) | |
download | minetest-88820cd31c2fe21c8c16ee547a3335131e8ba009.tar.xz |
Shadow list improvements (#12898)
* Remove redundant checks when attaching SM texture to entities.
Some of the checks were broken, leading to crashes when shadow intensity is set to 0
* Avoid memory leak in shadow casters list when wield mesh changes item stacks
Diffstat (limited to 'src/client/shadows/dynamicshadowsrender.cpp')
-rw-r--r-- | src/client/shadows/dynamicshadowsrender.cpp | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/client/shadows/dynamicshadowsrender.cpp b/src/client/shadows/dynamicshadowsrender.cpp index fd3841d2d..e9b2053e3 100644 --- a/src/client/shadows/dynamicshadowsrender.cpp +++ b/src/client/shadows/dynamicshadowsrender.cpp @@ -107,8 +107,7 @@ void ShadowRenderer::disable() } for (auto node : m_shadow_node_array) - if (node.shadowMode & E_SHADOW_MODE::ESM_RECEIVE) - node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr); + node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, nullptr); } void ShadowRenderer::initialize() @@ -180,8 +179,7 @@ void ShadowRenderer::addNodeToShadowList( if (!node) return; m_shadow_node_array.emplace_back(node, shadowMode); - if (shadowMode == ESM_RECEIVE || shadowMode == ESM_BOTH) - node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); + node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); } void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node) @@ -258,8 +256,7 @@ void ShadowRenderer::updateSMTextures() assert(shadowMapTextureFinal != nullptr); for (auto &node : m_shadow_node_array) - if (node.shadowMode == ESM_RECEIVE || node.shadowMode == ESM_BOTH) - node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); + node.node->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal); } if (!m_shadow_node_array.empty() && !m_light_list.empty()) { |