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Make disabling shadows disable their performance impact, too.
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parent
4de3a361fb
commit
c192c851db
2 changed files with 7 additions and 1 deletions
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@ -321,6 +321,12 @@ namespace SceneUtil
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void MWShadow::cull(osgUtil::CullVisitor& cv)
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void MWShadow::cull(osgUtil::CullVisitor& cv)
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{
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{
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if (!enableShadows)
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{
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_shadowedScene->osg::Group::traverse(cv);
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return;
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}
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OSG_INFO << std::endl << std::endl << "ViewDependentShadowMap::cull(osg::CullVisitor&" << &cv << ")" << std::endl;
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OSG_INFO << std::endl << std::endl << "ViewDependentShadowMap::cull(osg::CullVisitor&" << &cv << ")" << std::endl;
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if (!_shadowCastingStateSet)
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if (!_shadowCastingStateSet)
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@ -11,7 +11,7 @@ namespace SceneUtil
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{
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{
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public:
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public:
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static const int numberOfShadowMapsPerLight = 3;
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static const int numberOfShadowMapsPerLight = 3;
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static const int enableShadows = true;
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static const bool enableShadows = true;
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static const bool debugHud = true;
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static const bool debugHud = true;
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MWShadow();
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MWShadow();
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