File di log originale · 20120325-2536.txt
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r2536 | plagman | 2012-03-25 17:55:53 -0700 (Sun, 25 Mar 2012) | 6 lines
polymer: cull sprite lights after computing sprite geometry
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
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r2535 | plagman | 2012-03-25 17:55:41 -0700 (Sun, 25 Mar 2012) | 5 lines
polymer: don't shadow-optimize light culling in cached sprites
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.
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cull sprite lights after computing sprite geometry
This was broken ever since updatesprite() had been forked off drawsprite() and
would cause static lights to never hit static sprites until one or the other
changed, after which the light would always get culled against outdated sprite
geometry.
don't shadow-optimize light culling in cached sprites
Since updatesprite() only happens once for static sprites, avoiding
light culling if we hit it in a shadow pass means that sprite will
never be lit as long as that happens.