From 1c3a1165e5bf13be9ba0e0d31a92d5eda9cc2944 Mon Sep 17 00:00:00 2001 From: JFonS Date: Mon, 25 Feb 2019 22:58:14 +0100 Subject: [PATCH] Use item_shadow_mask for LightOccluder2D culling --- servers/visual/visual_server_viewport.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp index d6e43b0f008..2c6709662f5 100644 --- a/servers/visual/visual_server_viewport.cpp +++ b/servers/visual/visual_server_viewport.cpp @@ -167,7 +167,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E RasterizerCanvas::Light *light = lights_with_shadow; while (light) { - VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache); + VSG::canvas_render->canvas_light_shadow_buffer_update(light->shadow_buffer, light->xform_cache.affine_inverse(), light->item_shadow_mask, light->radius_cache / 1000.0, light->radius_cache * 1.1, occluders, &light->shadow_matrix_cache); light = light->shadows_next_ptr; }