geometry receives/casts shadows by default

This commit is contained in:
Nick Fisher
2024-09-13 14:52:20 +08:00
parent d73b437104
commit ae91e3e2c1

View File

@@ -2390,8 +2390,8 @@ void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float v
builder.boundingBox(geometry->getBoundingBox()) builder.boundingBox(geometry->getBoundingBox())
.geometry(0, primitiveType, geometry->vertexBuffer(), geometry->indexBuffer(), 0, numIndices) .geometry(0, primitiveType, geometry->vertexBuffer(), geometry->indexBuffer(), 0, numIndices)
.culling(true) .culling(true)
.receiveShadows(false) .receiveShadows(true)
.castShadows(false); .castShadows(true);
if (materialPath) { if (materialPath) {
filament::Material* mat = nullptr; filament::Material* mat = nullptr;
@@ -2460,7 +2460,6 @@ void SceneManager::queueRelativePositionUpdateWorldAxis(EntityId entity, float v
) { ) {
return createGeometryWithNormals(vertices, numVertices, nullptr, 0, indices, numIndices, primitiveType, materialPath, keepData); return createGeometryWithNormals(vertices, numVertices, nullptr, 0, indices, numIndices, primitiveType, materialPath, keepData);
} }
} // namespace thermion_filament } // namespace thermion_filament