KevinBLT Posted September 12, 2016 Share Posted September 12, 2016 Hello, is it the correct behaviour that instances that are being disposed doesn't get removed from ShadowGenerator.getShadowMap().renderList ? I have the refreshrate set to 0 and only render with shadow on demand. if (_renderShadow && this._manuallyShadowRender) { this._shadowGenerator.getShadowMap().refreshRate = 1; this._scene.render(); this._shadowGenerator.getShadowMap().refreshRate = 0; } else { this._scene.render(); } Is this a problem i this case? I just want to know (maybe it's a bug). Shouldn't ShadowGenerator check the Mesh.isDisposed attribute? Have a nice day Kevin Quote Link to comment Share on other sites More sharing options...
Wingnut Posted September 13, 2016 Share Posted September 13, 2016 Hi again Kevin, good to see you. I built a little test playground. http://playground.babylonjs.com/#IYJFJ#1 At 4 seconds, I dispose the torus (full mesh, not instance or clone). At 8 secs, I report the renderLists from the 2 shadowGens... to console. Yep, there they are... ghost mesh... hiding the shadows. I poked them with a stick to see if they were real... but I couldn't tell for sure. Have you done a thorough forum search on this topic? Just curious because... it seems I barely remember another thread about this. But perhaps the zombie mesh are fogging my brain. The shadows DO disappear at the 4-second dispose moment, but... ghosts don't cast shadows. hmm. Thx for the report. I will do some forum searches myself... but, I agree. Scene sg's should have their renderLists periodically checked for zombies and other un-dead. hmm. Quote Link to comment Share on other sites More sharing options...
KevinBLT Posted September 13, 2016 Author Share Posted September 13, 2016 Ah that's why the ghost shadows will stay in my case. Becaue the shadow map doesn't get updated very often. So, good to know. For now I will have to remove them manually. Thanks and keep us on track. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted September 13, 2016 Share Posted September 13, 2016 This is definitely a bug..I'll fix it for next commit Quote Link to comment Share on other sites More sharing options...
KevinBLT Posted November 4, 2016 Author Share Posted November 4, 2016 Has this been fixed? :-) I didn't find it in the change log. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 4, 2016 Share Posted November 4, 2016 Yep it was Quote Link to comment Share on other sites More sharing options...
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