summaryrefslogtreecommitdiffstats
path: root/servers/rendering_server.h
diff options
context:
space:
mode:
authorreduz <reduzio@gmail.com>2021-01-25 12:20:11 -0300
committerreduz <reduzio@gmail.com>2021-01-25 15:03:15 -0300
commit51d8e32c937f9e0fd75ce86b0d48848255723bd4 (patch)
treec65ed356cc9b4fd634a15827a12cecb7e0e05b05 /servers/rendering_server.h
parentc5c9517e1e03175e9cdc483d3dce27fc531af2be (diff)
downloadredot-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.h2
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 */