From bb75b0bcbcea35fe32e439c8f3e618b66f5110cf Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Tue, 25 Apr 2017 23:33:52 +0200 Subject: [PATCH] Eevee: Disable shadow rendering until we get proper update scheduling. Performance is quickly getting poor when you have lights otherwise. --- source/blender/draw/engines/eevee/eevee_lights.c | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index b61f6295b3e..e2dd0c47cb4 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -89,6 +89,7 @@ void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob) DRW_lamp_engine_data_free((void *)led); +#if 0 /* TODO Waiting for notified refresh. only on scene change. Else too much perf cost. */ if (la->mode & (LA_SHAD_BUF | LA_SHAD_RAY)) { if (la->type == LA_SUN && linfo->num_cascade < MAX_SHADOW_CASCADE) { led->sto = MEM_mallocN(sizeof(EEVEE_ShadowCascadeData), "EEVEE_ShadowCascadeData"); @@ -104,7 +105,7 @@ void EEVEE_lights_cache_add(EEVEE_StorageList *stl, Object *ob) linfo->num_cube++; } } - +#endif if (!led->sto) { led->sto = MEM_mallocN(sizeof(EEVEE_LightData), "EEVEE_LightData"); ((EEVEE_LightData *)led->sto)->shadow_id = -1;