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Disable shadows even harder

On GPUs that can detect when all fragments in an execution group take the same branch, this might run faster. Even if it doesn't, it might suppress any weirdness coming from sampling the dummy shadow maps.
This commit is contained in:
AnyOldName3 2025-05-19 15:06:19 +01:00
parent 045640303f
commit 47fff7f998

View file

@ -104,6 +104,8 @@ namespace SceneUtil
("shadowTexture" + std::to_string(i - mShadowSettings->getBaseShadowTextureUnit())).c_str(),
static_cast<int>(i)));
}
stateset.addUniform(new osg::Uniform("maximumShadowMapDistance", 0.00001f));
stateset.addUniform(new osg::Uniform("shadowFadeStart", 0.0f));
}
ShadowManager::ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode,