[Bf-blender-cvs] [2055e96] master: Fix T38379: Mesh vertices only update when in cone of last created spotlight

Mitchell Stokes noreply at git.blender.org
Tue May 13 08:15:31 CEST 2014


Commit: 2055e968df654ade2a7a477dcc7c134b1f65dcb8
Author: Mitchell Stokes
Date:   Mon May 12 23:13:27 2014 -0700
https://developer.blender.org/rB2055e968df654ade2a7a477dcc7c134b1f65dcb8

Fix T38379: Mesh vertices only update when in cone of last created spotlight

The shadow render passes could set a mesh's modified status to false
even if they were not rendered. This means their display lists do not
get updated. For now, just skip setting all buckets' modified to false
during shadow render passes.

===================================================================

M	source/gameengine/Rasterizer/RAS_BucketManager.cpp

===================================================================

diff --git a/source/gameengine/Rasterizer/RAS_BucketManager.cpp b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
index eaa9b3d..f90b595 100644
--- a/source/gameengine/Rasterizer/RAS_BucketManager.cpp
+++ b/source/gameengine/Rasterizer/RAS_BucketManager.cpp
@@ -228,28 +228,24 @@ void RAS_BucketManager::Renderbuckets(const MT_Transform& cameratrans, RAS_IRast
 	RenderSolidBuckets(cameratrans, rasty);
 	RenderAlphaBuckets(cameratrans, rasty);
 
-	/* All meshes should be up to date now */
-	/* Don't do this while processing buckets because some meshes are split between buckets */
-	BucketList::iterator bit;
-	list<RAS_MeshSlot>::iterator mit;
-	for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
-		/* This (and the similar lines of code for the alpha buckets) is kind of a hacky fix for #34382. If we're
-		 * drawing shadows and the material doesn't cast shadows, then the mesh is still modified, so we don't want to
-		 * set MeshModified to false yet. This will happen correctly in the main render pass.
-		 */
-		if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
-			continue;
-
-		for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
-			mit->m_mesh->SetMeshModified(false);
+	/* If we're drawing shadows and bucket wasn't rendered (outside of the lamp frustum or doesn't cast shadows)
+	 * then the mesh is still modified, so we don't want to set MeshModified to false yet (it will mess up
+	 * updating display lists). Just leave this step for the main render pass.
+	 */
+	if (rasty->GetDrawingMode() != RAS_IRasterizer::KX_SHADOW) {
+		/* All meshes should be up to date now */
+		/* Don't do this while processing buckets because some meshes are split between buckets */
+		BucketList::iterator bit;
+		list<RAS_MeshSlot>::iterator mit;
+		for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
+			for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
+				mit->m_mesh->SetMeshModified(false);
+			}
 		}
-	}
-	for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
-		if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
-			continue;
-
-		for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
-			mit->m_mesh->SetMeshModified(false);
+		for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
+			for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
+				mit->m_mesh->SetMeshModified(false);
+			}
 		}
 	}




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