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Disable dynamic shadows for the 5.5.0 release
The dynamic shadows are yet not in the desired state to justify the inclusion into version 5.5.0. A stable release is long overdue, hence this allows fixes to continue in 5.6.0-dev to finally release an acceptable version of the dynamic shadows feature. Reverting this commit is highly recommended to proceed in development.
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7 changed files with 13 additions and 65 deletions
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@ -861,7 +861,7 @@ static void updateFastFaceRow(
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g_settings->getBool("enable_waving_water");
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static thread_local const bool force_not_tiling =
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g_settings->getBool("enable_dynamic_shadows");
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false && g_settings->getBool("enable_dynamic_shadows");
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v3s16 p = startpos;
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@ -36,7 +36,7 @@ RenderingCore::RenderingCore(IrrlichtDevice *_device, Client *_client, Hud *_hud
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virtual_size = screensize;
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if (g_settings->getBool("enable_shaders") &&
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g_settings->getBool("enable_dynamic_shadows")) {
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false && g_settings->getBool("enable_dynamic_shadows")) {
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shadow_renderer = new ShadowRenderer(device, client);
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}
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}
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@ -123,8 +123,8 @@ public:
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// FIXME: this is still global when it shouldn't be
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static ShadowRenderer *get_shadow_renderer()
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{
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if (s_singleton && s_singleton->core)
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return s_singleton->core->get_shadow_renderer();
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//if (s_singleton && s_singleton->core)
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// return s_singleton->core->get_shadow_renderer();
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return nullptr;
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}
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static std::vector<irr::video::E_DRIVER_TYPE> getSupportedVideoDrivers();
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@ -733,7 +733,7 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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shaders_header << "#define FOG_START " << core::clamp(g_settings->getFloat("fog_start"), 0.0f, 0.99f) << "\n";
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if (g_settings->getBool("enable_dynamic_shadows")) {
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if (false && g_settings->getBool("enable_dynamic_shadows")) {
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shaders_header << "#define ENABLE_DYNAMIC_SHADOWS 1\n";
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if (g_settings->getBool("shadow_map_color"))
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shaders_header << "#define COLORED_SHADOWS 1\n";
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@ -103,7 +103,7 @@ Sky::Sky(s32 id, RenderingEngine *rendering_engine, ITextureSource *tsrc, IShade
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m_directional_colored_fog = g_settings->getBool("directional_colored_fog");
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if (g_settings->getBool("enable_dynamic_shadows")) {
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if (false && g_settings->getBool("enable_dynamic_shadows")) {
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float val = g_settings->getFloat("shadow_sky_body_orbit_tilt");
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m_sky_body_orbit_tilt = rangelim(val, 0.0f, 60.0f);
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}
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