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authorKevin Ottens <kevin.ottens@kdab.com>2016-09-28 11:37:49 +0200
committerSean Harmer <sean.harmer@kdab.com>2016-09-28 09:45:00 +0000
commit8d404543015f608bd2dbee077a9534212663ab17 (patch)
tree1e4cc8fa27a068ae6e66b12f7852ef80947e2934
parentd2cfad9825ace3d1a1176f3964e39a41ef4a01a0 (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.cpp3
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;