Code: Select all
if (transparent == isTransparentPass)
Code: Select all
bool isTransparentPass =
SceneManager->getSceneNodeRenderPass() == scene::ESNRP_TRANSPARENT;
While I understand how it supports the current rendering model, via CSceneManager.drawAll, that model does not support shadow mapping as far as I can see (setting multiple render targets, changing material shaders) so I'm not calling drawAll() at all.
If someone knows how shadow mapping will be supported in the future, I would like to know. Otherwise, can I ask for access to CSceneManager.setCurrentRendertime()?