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authorDmitry Kostenko <codeforsmile@gmail.com>2022-04-07 22:38:01 +0200
committerDmitry Kostenko <codeforsmile@gmail.com>2022-04-07 22:38:01 +0200
commit23516acd0b5fe845f757a6d85f883ba714e7770b (patch)
tree537e053b0a2b2a70a2a4ff8adea61856b2e4d611
parent48f7c5603e5b2dfca941d228e76e452bc269a1fa (diff)
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Remove obsolete commented code (follow up to #12166)
-rw-r--r--src/client/clientmap.cpp9
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