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author | Kevin Ottens <kevin.ottens@kdab.com> | 2016-09-28 11:37:49 +0200 |
---|---|---|
committer | Sean Harmer <sean.harmer@kdab.com> | 2016-09-28 09:45:00 +0000 |
commit | 8d404543015f608bd2dbee077a9534212663ab17 (patch) | |
tree | 1e4cc8fa27a068ae6e66b12f7852ef80947e2934 | |
parent | d2cfad9825ace3d1a1176f3964e39a41ef4a01a0 (diff) |
Lights should respect the enabled flag
Currently even disabled lights take part in the lighting. Just don't
have them in the uniforms if they are in fact disabled.
Change-Id: Id6c1da2132919c8bc1ec17a5949a2e32a85e0dbe
Reviewed-by: Sean Harmer <sean.harmer@kdab.com>
-rw-r--r-- | src/render/backend/renderview.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/src/render/backend/renderview.cpp b/src/render/backend/renderview.cpp index 64f8bacca..070e50f79 100644 --- a/src/render/backend/renderview.cpp +++ b/src/render/backend/renderview.cpp @@ -788,6 +788,9 @@ void RenderView::setShaderAndUniforms(RenderCommand *command, RenderPass *rPass, Entity *lightEntity = lightSource.entity; const QVector3D worldPos = lightEntity->worldBoundingVolume()->center(); for (Light *light : lightSource.lights) { + if (!light->isEnabled()) + continue; + ShaderData *shaderData = m_manager->shaderDataManager()->lookupResource(light->shaderData()); if (!shaderData) continue; |