shadow atlas allocation (work in progress)
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@@ -1107,6 +1107,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp
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render_pass++;
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uint32_t camera_layer_mask=camera->visible_layers;
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VSG::scene_render->set_scene_pass(render_pass);
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/* STEP 1 - SETUP CAMERA */
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CameraMatrix camera_matrix;
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@@ -1266,6 +1268,7 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp
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//do not add this light if no geometry is affected by it..
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light_cull_result[light_cull_count]=ins;
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light_instance_cull_result[light_cull_count]=light->instance;
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VSG::scene_render->light_instance_mark_visible(light->instance); //mark it visible for shadow allocation later
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light_cull_count++;
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}
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@@ -1488,6 +1491,7 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario,Size2 p_viewp
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#endif
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VSG::scene_render->render_scene(camera->transform, camera_matrix,ortho,(RasterizerScene::InstanceBase**)instance_cull_result,cull_count,light_instance_cull_result,light_cull_count,directional_light_ptr,directional_light_count,environment);
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}
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