Fix #22432: unrenderable objects cast shadow in GLSL. Committing

patch by Matt, I only reviewed it.
This commit is contained in:
Brecht Van Lommel
2010-07-04 17:22:24 +00:00
parent 15de21e438
commit effefdc9fa
2 changed files with 7 additions and 4 deletions

View File

@@ -5557,6 +5557,9 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if (ob!=scene->obedit) {
if (ob->restrictflag & OB_RESTRICT_VIEW)
return;
if ((ob->restrictflag & OB_RESTRICT_RENDER) &&
(v3d->flag2 & V3D_RENDER_OVERRIDE))
return;
}
/* XXX particles are not safe for simultaneous threaded render */

View File

@@ -1830,15 +1830,15 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
for(shadow=shadows.first; shadow; shadow=shadow->next) {
/* this needs to be done better .. */
float viewmat[4][4], winmat[4][4];
int drawtype, lay, winsize, flag2;
int drawtype, lay, winsize, flag2=v3d->flag2;
drawtype= v3d->drawtype;
lay= v3d->lay;
flag2= v3d->flag2 & V3D_SOLID_TEX;
v3d->drawtype = OB_SOLID;
v3d->lay &= GPU_lamp_shadow_layer(shadow->lamp);
v3d->flag2 &= ~V3D_SOLID_TEX;
v3d->flag2 |= V3D_RENDER_OVERRIDE;
GPU_lamp_shadow_buffer_bind(shadow->lamp, viewmat, &winsize, winmat);
@@ -1859,7 +1859,7 @@ static void gpu_update_lamps_shadows(Scene *scene, View3D *v3d)
v3d->drawtype= drawtype;
v3d->lay= lay;
v3d->flag2 |= flag2;
v3d->flag2 = flag2;
}
BLI_freelistN(&shadows);
@@ -1962,7 +1962,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar, int winx,
bwiny= ar->winy;
ar->winx= winx;
ar->winy= winy;
/* set flags */
G.f |= G_RENDER_OGL;