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Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
Co-authored-by: jitspoe <jitspoe@yahoo.com>
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@@ -1405,7 +1405,7 @@ bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance,
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old_shadow = old_key & SHADOW_INDEX_MASK;
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// Only re-allocate if a better option is available, and enough time has passed.
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should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
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should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (tick - shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick > shadow_atlas_realloc_tolerance_msec);
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should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
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if (!should_realloc) {
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@@ -2328,7 +2328,7 @@ bool LightStorage::shadow_atlas_update_light(RID p_atlas, RID p_light_instance,
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old_quadrant = (old_key >> QUADRANT_SHIFT) & 0x3;
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old_shadow = old_key & SHADOW_INDEX_MASK;
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should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
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should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (tick - shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick > shadow_atlas_realloc_tolerance_msec);
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should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
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if (!should_realloc) {
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