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author | reduz <reduzio@gmail.com> | 2021-01-25 12:20:11 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-01-25 15:03:15 -0300 |
commit | 51d8e32c937f9e0fd75ce86b0d48848255723bd4 (patch) | |
tree | c65ed356cc9b4fd634a15827a12cecb7e0e05b05 /servers/rendering_server.h | |
parent | c5c9517e1e03175e9cdc483d3dce27fc531af2be (diff) | |
download | redot-engine-51d8e32c937f9e0fd75ce86b0d48848255723bd4.tar.gz |
Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
Diffstat (limited to 'servers/rendering_server.h')
-rw-r--r-- | servers/rendering_server.h | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/servers/rendering_server.h b/servers/rendering_server.h index c4483133e4..fd8d8cd21d 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -354,6 +354,8 @@ public: virtual void mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) = 0; virtual AABB mesh_get_custom_aabb(RID p_mesh) const = 0; + virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) = 0; + virtual void mesh_clear(RID p_mesh) = 0; /* MULTIMESH API */ |