Removing incorrect culling

This commit is contained in:
VXP 2016-09-07 02:12:28 +03:00
parent 37e2c8ef15
commit 404d3b778a
2 changed files with 4 additions and 4 deletions

View file

@ -3859,7 +3859,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
continue;
// Calculate an AABB around the shadow frustum
Vector vecAbsMins, vecAbsMaxs;
/* Vector vecAbsMins, vecAbsMaxs;
CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs );
Frustum_t viewFrustum;
@ -3871,7 +3871,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
{
shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 );
continue;
}
}*/
if ( nActiveDepthShadowCount >= nMaxDepthShadows )
{

View file

@ -3856,7 +3856,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
continue;
// Calculate an AABB around the shadow frustum
Vector vecAbsMins, vecAbsMaxs;
/* Vector vecAbsMins, vecAbsMaxs;
CalculateAABBFromProjectionMatrix( shadow.m_WorldToShadow, &vecAbsMins, &vecAbsMaxs );
Frustum_t viewFrustum;
@ -3868,7 +3868,7 @@ int CClientShadowMgr::BuildActiveShadowDepthList( const CViewSetup &viewSetup, i
{
shadowmgr->SetFlashlightDepthTexture( shadow.m_ShadowHandle, NULL, 0 );
continue;
}
}*/
if ( nActiveDepthShadowCount >= nMaxDepthShadows )
{