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# Objective `NoFrustumCulling` prevents meshes from being considered out of view based on AABBs (sometimes useful for skinned meshes which don't recalculate AABBs currently). it currently only applies for primary view rendering, not for shadow rendering which can result in missing shadows. ## Solution Add checks for `NoFrustumCulling` to `check_dir_light_mesh_visibility` and `check_point_light_mesh_visibility` so that `NoFrustumCulling` entities are rendered to all shadow views as well as all primary views. |
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.. | ||
cluster | ||
deferred | ||
light | ||
light_probe | ||
lightmap | ||
meshlet | ||
prepass | ||
render | ||
ssao | ||
ssr | ||
volumetric_fog | ||
bundle.rs | ||
extended_material.rs | ||
fog.rs | ||
lib.rs | ||
material.rs | ||
parallax.rs | ||
pbr_material.rs | ||
wireframe.rs |