Fix shadows not compiling without myouDebugShadows
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60a896f513
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52a4c00ffe
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@ -126,8 +126,6 @@ proc renderShadow*(self: SimpleShadowManager, scene: Scene,
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min_z: float32 = 0) =
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# Find the projection matrix that fits all bounding points and sphere
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# TODO: option to rotate proj to favor vertical lines?
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when not defined(release):
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debug_mesh.clear_vertices()
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let rotm = self.light.world_matrix.to_mat3_rotation
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let rotmi = rotm.inverse
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var pmin = vec3(Inf)
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@ -182,9 +180,6 @@ proc renderShadowWithCamera*(self: SimpleShadowManager, camera: Camera) =
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# it assumes that all world matrices are already up to date
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# TODO: accept a cameradata instead?
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when not defined(release):
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debug_mesh.clear_vertices()
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template depth_to_screen(d: float32, proj: Mat4): float32 =
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# TODO: make more efficient and put in Camera
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@ -220,6 +215,8 @@ proc renderShadowWithCamera*(self: SimpleShadowManager, camera: Camera) =
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self.renderShadow(camera.scene, points, min_z=zrange*4)
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method renderShadow*(self: SimpleShadowManager, camera: Camera): bool {.locks:"unknown".} =
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when defined(myouDebugShadows):
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debug_mesh.clear_vertices()
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if self.use_camera:
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self.renderShadowWithCamera(
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camera = camera)
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