float jump_timer;
float damage_flash;
float update_draw_list_timer;
+ float update_shadows_timer;
f32 fog_range;
changed much
*/
runData.update_draw_list_timer += dtime;
+ runData.update_shadows_timer += dtime;
float update_draw_list_delta = 0.2f;
- if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer())
- update_draw_list_delta = shadow->getUpdateDelta();
+ bool draw_list_updated = false;
v3f camera_direction = camera->getDirection();
if (runData.update_draw_list_timer >= update_draw_list_delta
runData.update_draw_list_timer = 0;
client->getEnv().getClientMap().updateDrawList();
runData.update_draw_list_last_cam_dir = camera_direction;
+ draw_list_updated = true;
+ }
- updateShadows();
+ if (ShadowRenderer *shadow = RenderingEngine::get_shadow_renderer()) {
+ update_draw_list_delta = shadow->getUpdateDelta();
+
+ if (m_camera_offset_changed ||
+ (runData.update_shadows_timer > update_draw_list_delta &&
+ (!draw_list_updated || shadow->getDirectionalLightCount() == 0))) {
+ runData.update_shadows_timer = 0;
+ updateShadows();
+ }
}
m_game_ui->update(*stats, client, draw_control, cam, runData.pointed_old, gui_chat_console, dtime);