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don't cull meshes on behalf of visibleShadows
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e2002e committed Aug 13, 2024
1 parent 76a03fe commit 95153bc
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Showing 2 changed files with 2 additions and 3 deletions.
1 change: 0 additions & 1 deletion Sources/iron/Scene.hx
Original file line number Diff line number Diff line change
Expand Up @@ -828,7 +828,6 @@ class Scene {
object.raw = o;
object.name = o.name;
if (o.visible != null) object.visible = o.visible;
if (o.visible_mesh != null) object.visibleMesh = o.visible_mesh;
if (o.visible_shadow != null) object.visibleShadow = o.visible_shadow;

createConstraints(o.constraints, object);
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4 changes: 2 additions & 2 deletions Sources/iron/object/MeshObject.hx
Original file line number Diff line number Diff line change
Expand Up @@ -161,8 +161,8 @@ class MeshObject extends Object {
if (!isLodMaterial() && !validContext(mats, context)) return true;

var isShadow = context == "shadowmap";
if (!visibleMesh && !isShadow) return setCulled(isShadow, true);
if (!visibleShadow && isShadow) return setCulled(isShadow, true);
if (!visible && !isShadow) return setCulled(isShadow, true);
//if (!visibleShadow && isShadow) return setCulled(isShadow, true);

if (skip_context == context) return setCulled(isShadow, true);
if (force_context != null && force_context != context) return setCulled(isShadow, true);
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