Skip face culling in shadows for double-sided materials (e.g. plantlike) (#13500)

* Skip face culling in shadows for double-sided materials (e.g. plantlike)

* Keep previous face culling for transparent surfaces e.g. water
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x2048 2023-09-17 21:42:14 +02:00 committed by GitHub
parent a88e61c2cf
commit e36b2226b9
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1 changed files with 8 additions and 2 deletions

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@ -1198,8 +1198,14 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
// override some material properties
video::SMaterial local_material = buf->getMaterial();
local_material.MaterialType = material.MaterialType;
local_material.BackfaceCulling = material.BackfaceCulling;
local_material.FrontfaceCulling = material.FrontfaceCulling;
// do not override culling if the original material renders both back
// and front faces in solid mode (e.g. plantlike)
// Transparent plants would still render shadows only from one side,
// but this conflicts with water which occurs much more frequently
if (is_transparent_pass || local_material.BackfaceCulling || local_material.FrontfaceCulling) {
local_material.BackfaceCulling = material.BackfaceCulling;
local_material.FrontfaceCulling = material.FrontfaceCulling;
}
local_material.BlendOperation = material.BlendOperation;
local_material.Lighting = false;
driver->setMaterial(local_material);