Correcting scheduling of shadows.

This commit is contained in:
Faerbit 2015-06-03 02:18:31 +02:00
parent 4ba056c6d9
commit 52ea40100f

View File

@ -364,20 +364,19 @@ void Graphics::render(double time)
std::vector<std::tuple<std::shared_ptr<Light>, int, int>> renderQueue =
std::vector<std::tuple<std::shared_ptr<Light>, int, int>>(maxShadowRenderCount);
for(unsigned int i = 0; i<shadowRenderQueue.size(); i++) {
bool enqueued = false;
for(unsigned int j = 0; j<renderQueue.size(); j++){
if (shadowRenderQueue.at(i).currentPriority > std::get<1>(renderQueue.at(j))){
if (j<renderQueue.size() - 2) {
renderQueue.at(j+1) = renderQueue.at(j);
}
renderQueue.at(j) = std::make_tuple(shadowRenderQueue.at(i).light, shadowRenderQueue.at(i).currentPriority, i);
enqueued = true;
break;
}
}
if (enqueued) {
shadowRenderQueue.at(i).currentPriority = 0;
}
}
// reset currentPriority
for(unsigned int i = 0; i<renderQueue.size(); i++) {
shadowRenderQueue.at(std::get<2>(renderQueue.at(i))).currentPriority = 0;
}
depthCubeShader->use();