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author | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-04-07 22:38:01 +0200 |
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committer | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-04-07 22:38:01 +0200 |
commit | 23516acd0b5fe845f757a6d85f883ba714e7770b (patch) | |
tree | 537e053b0a2b2a70a2a4ff8adea61856b2e4d611 | |
parent | 48f7c5603e5b2dfca941d228e76e452bc269a1fa (diff) | |
download | minetest-23516acd0b5fe845f757a6d85f883ba714e7770b.tar.gz minetest-23516acd0b5fe845f757a6d85f883ba714e7770b.tar.bz2 minetest-23516acd0b5fe845f757a6d85f883ba714e7770b.zip |
Remove obsolete commented code (follow up to #12166)
-rw-r--r-- | src/client/clientmap.cpp | 9 |
1 files changed, 0 insertions, 9 deletions
diff --git a/src/client/clientmap.cpp b/src/client/clientmap.cpp index 8a059c922..99ff0aefb 100644 --- a/src/client/clientmap.cpp +++ b/src/client/clientmap.cpp @@ -879,15 +879,6 @@ void ClientMap::updateDrawListShadow(v3f shadow_light_pos, v3f shadow_light_dir, } m_drawlist_shadow.clear(); - // We need to append the blocks from the camera POV because sometimes - // they are not inside the light frustum and it creates glitches. - // FIXME: This could be removed if we figure out why they are missing - // from the light frustum. - // for (auto &i : m_drawlist) { - // i.second->refGrab(); - // m_drawlist_shadow[i.first] = i.second; - // } - // Number of blocks currently loaded by the client u32 blocks_loaded = 0; // Number of blocks with mesh in rendering range |