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Release shadow mapping resources when not needed (#12497)

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x2048 2022-07-09 22:26:39 +02:00 committed by GitHub
parent b15393c2a5
commit 7c261118e0
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GPG key ID: 4AEE18F83AFDEB23
5 changed files with 47 additions and 33 deletions

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@ -1318,12 +1318,6 @@ void GenericCAO::updateTextures(std::string mod)
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
video::ITexture *shadow_texture = nullptr;
if (auto shadow = RenderingEngine::get_shadow_renderer())
shadow_texture = shadow->get_texture();
const u32 TEXTURE_LAYER_SHADOW = 3;
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "no_texture.png";
@ -1334,7 +1328,6 @@ void GenericCAO::updateTextures(std::string mod)
m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f;
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh(texturestring));
m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1370,7 +1363,6 @@ void GenericCAO::updateTextures(std::string mod)
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.TextureLayer[0].Texture = texture;
material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture;
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling);
@ -1421,7 +1413,6 @@ void GenericCAO::updateTextures(std::string mod)
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTextureForMesh(texturestring));
material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
@ -1448,7 +1439,6 @@ void GenericCAO::updateTextures(std::string mod)
auto& material = m_meshnode->getMaterial(0);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1473,7 +1463,6 @@ void GenericCAO::updateTextures(std::string mod)
auto& material = m_meshnode->getMaterial(1);
material.setTexture(0,
tsrc->getTextureForMesh(tname));
material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture);
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest