From b0907f89296019babf4f528ede1d22377987770e Mon Sep 17 00:00:00 2001 From: AnyOldName3 Date: Thu, 18 Oct 2018 16:01:36 +0100 Subject: [PATCH] Add todos in case they're left until after the shadow PR is merged --- components/sceneutil/mwshadowtechnique.cpp | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/components/sceneutil/mwshadowtechnique.cpp b/components/sceneutil/mwshadowtechnique.cpp index 8c36c5e715..8f42f8fcd7 100644 --- a/components/sceneutil/mwshadowtechnique.cpp +++ b/components/sceneutil/mwshadowtechnique.cpp @@ -1498,6 +1498,10 @@ void MWShadowTechnique::createShaders() // The casting program uses a sampler, so to avoid undefined behaviour, we must bind a dummy texture in case no other is supplied _shadowCastingStateSet->setTextureAttributeAndModes(0, _fallbackBaseTexture.get(), osg::StateAttribute::ON); _shadowCastingStateSet->addUniform(new osg::Uniform("useDiffuseMapForShadowAlpha", false)); + + // TODO: figure out if there's some way to disable depth sorting for translucent objects as we don't care about blending. + // TODO: compare performance when alpha testing is handled here versus using a discard in the fragment shader + // TODO: compare performance when we set a bunch of GL state to the default here with OVERRIDE set so that there are fewer pointless state switches } osg::Polytope MWShadowTechnique::computeLightViewFrustumPolytope(Frustum& frustum, LightData& positionedLight)