forked from LeenkxTeam/LNXSDK
Transparent Shadow Fix
This commit is contained in:
@ -333,7 +333,7 @@ class Inc {
|
||||
var shadowmap = getShadowMapAtlas(atlas, true);
|
||||
path.setTargetStream(shadowmap);
|
||||
|
||||
path.clearTarget(0xffffff, 0.0);
|
||||
path.currentG.clear(0xffffffff, 0.0);
|
||||
|
||||
for (tile in atlas.activeTiles) {
|
||||
if (tile.light == null || !tile.light.visible || tile.light.culledLight
|
||||
@ -549,7 +549,7 @@ class Inc {
|
||||
for (i in 0...faces) {
|
||||
if (faces > 1) path.currentFace = i;
|
||||
path.setTarget(shadowmap_transparent);
|
||||
path.clearTarget(0xffffff, 0.0);
|
||||
path.currentG.clear(0xffffffff, 0.0);
|
||||
if (l.data.raw.cast_shadow) {
|
||||
path.drawMeshes("shadowmap_transparent");
|
||||
}
|
||||
|
||||
@ -543,7 +543,7 @@ class RenderPathDeferred {
|
||||
t2.format = "RGBA64";
|
||||
path.createRenderTarget(t2);
|
||||
path.setTarget("empty_shadowmap_transparent");
|
||||
path.clearTarget(0xffffffff, null);
|
||||
path.currentG.clear(0xffffffff, null);
|
||||
#end
|
||||
}
|
||||
#end
|
||||
|
||||
Reference in New Issue
Block a user