bevy_pbr: Do not cull meshes without Aabbs from cascades (#8444)
# Objective - Mesh entities should cast shadows when not having Aabbs and having NoFrustumCulling - Fixes #8442 ## Solution - Mesh entities with NoFrustumCulling get no automatic Aabbs added - Point and spot lights do not cull mesh entities for their shadow mapping if they do not have an Aabb, but directional lights do - Make directional lights not cull mesh entities from cascades if the do not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling component will mean that those mesh entities are not culled and so are visible to the light. --- ## Changelog - Fixed: Mesh entities with NoFrustumCulling will cast shadows for directional light shadow maps
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@ -2029,6 +2029,18 @@ pub fn check_light_mesh_visibility(
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frustum_visible_entities.entities.push(entity);
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}
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}
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} else {
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computed_visibility.set_visible_in_view();
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for view in frusta.frusta.keys() {
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let view_visible_entities = visible_entities
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.entities
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.get_mut(view)
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.expect("Per-view visible entities should have been inserted already");
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for frustum_visible_entities in view_visible_entities {
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frustum_visible_entities.entities.push(entity);
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}
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}
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}
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}
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