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| author | Slashscreen <SlashScreen@users.noreply.github.com> | 2024-08-10 19:18:34 -0700 |
|---|---|---|
| committer | Slashscreen <SlashScreen@users.noreply.github.com> | 2024-08-13 08:45:38 -0700 |
| commit | 4457b11ff0d8a4344118dee6ab0955c2dd6c68b9 (patch) | |
| tree | 475ccb69b51fd4a7275691aa6b377402950fb460 | |
| parent | 88f3b5f9d52f740b24fabfb8bc01b8b7026ba279 (diff) | |
| download | redot-engine-4457b11ff0d8a4344118dee6ab0955c2dd6c68b9.tar.gz | |
Apply patch for considering visual layers for DirectionalLight
Co-authored-by: majikayogames <152851004+majikayogames@users.noreply.github.com>
| -rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index b02d3def88..b08698d32a 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -3089,7 +3089,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c Vector<Instance *> lights_with_shadow; for (Instance *E : scenario->directional_lights) { - if (!E->visible) { + if (!E->visible || !(E->layer_mask & p_visible_layers)) { continue; } |
