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Fix dynamic shadows
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Fix winding order when rendering skeletal meshes within dynamic shadows that makes some lights disappear
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SaiyansKing committed Jul 3, 2021
1 parent cffcad9 commit 9573f16
Showing 1 changed file with 2 additions and 1 deletion.
3 changes: 2 additions & 1 deletion D3D11Engine/GothicAPI.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -804,6 +804,7 @@ void GothicAPI::DrawWorldMeshNaive() {
START_TIMING();
if ( RendererState.RendererSettings.DrawSkeletalMeshes ) {
// Set up frustum for the camera
RendererState.RasterizerState.SetDefault();
zCCamera::GetCamera()->Activate();

for ( const auto& vobInfo : AnimatedSkeletalVobs ) {
Expand Down Expand Up @@ -1568,7 +1569,6 @@ void GothicAPI::DrawSkeletalMeshVob( SkeletalVobInfo* vi, float distance ) {
D3D11GraphicsEngine* g = (D3D11GraphicsEngine*)Engine::GraphicsEngine;

// Setup renderstate
RendererState.RasterizerState.SetDefault();
RendererState.RasterizerState.CullMode = GothicRasterizerStateInfo::CM_CULL_FRONT;
RendererState.RasterizerState.SetDirty();

Expand Down Expand Up @@ -1740,6 +1740,7 @@ void GothicAPI::DrawSkeletalGhosts() {
D3D11GraphicsEngine* g = (D3D11GraphicsEngine*)Engine::GraphicsEngine;
if ( !GhostSkeletalVobs.empty() ) {
// Setup alpha blending
RendererState.RasterizerState.SetDefault();
RendererState.BlendState.SetAlphaBlending();
RendererState.BlendState.SetDirty();
RendererState.DepthState.SetDefault();
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