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[reporter="spacegaier", created="Sun, 25 Nov 2012 00:45:24 +0100"]
Original reporter: fedyakin
1) Non-shadow casting children of a shadow casting entity will be queued for rendering during the shadow pass.
2) Shadow casting children of a non shadow casting entity will not cast shadows.
The reason this happens is that Entity::_updateRenderQueue always adds all of its visible children to the render queue. However, when this is called from RenderQueue::processVisibleObject with onlyShadowCasters=true, the entity has no way of knowing it shouldn't add non-shadow casters children.
The text was updated successfully, but these errors were encountered:
[reporter="spacegaier", created="Sun, 25 Nov 2012 00:45:24 +0100"]
Original reporter: fedyakin
1) Non-shadow casting children of a shadow casting entity will be queued for rendering during the shadow pass.
2) Shadow casting children of a non shadow casting entity will not cast shadows.
See forum thread http://www.ogre3d.org/forums/viewtopic.php?f=2&t=69233 for a detailed explanation.
The text was updated successfully, but these errors were encountered: