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bevy_pbr: Do not cull meshes without Aabbs from cascades #8444

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merged 1 commit into from
Apr 20, 2023

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@superdump superdump commented Apr 19, 2023

Objective

Solution

  • Mesh entities with NoFrustumCulling get no automatic Aabbs added
  • Point and spot lights do not cull mesh entities for their shadow mapping if they do not have an Aabb, but directional lights do
  • Make directional lights not cull mesh entities from cascades if the do not have Aabbs. So no Aabb as a consequence of a NoFrustumCulling component will mean that those mesh entities are not culled and so are visible to the light.

Changelog

  • Fixed: Mesh entities with NoFrustumCulling will cast shadows for directional light shadow maps

@alice-i-cecile alice-i-cecile added C-Bug An unexpected or incorrect behavior A-Rendering Drawing game state to the screen labels Apr 19, 2023
@alice-i-cecile alice-i-cecile added the S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it label Apr 20, 2023
@alice-i-cecile alice-i-cecile added this pull request to the merge queue Apr 20, 2023
Merged via the queue into bevyengine:main with commit d8102a0 Apr 20, 2023
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A-Rendering Drawing game state to the screen C-Bug An unexpected or incorrect behavior S-Ready-For-Final-Review This PR has been approved by the community. It's ready for a maintainer to consider merging it
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Entities without Aabb component do not cast shadow
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