void asset_render(asset_t a, renderer_t r, light_t l) { if ( l ) { render_shadow(a, r, l); }else{ render_asset(a, r); } }
int SilhouetteShadow::render(const Frustum &frustum) { object::DynamicPtr player = wr->get_local_player(); int n_shadows = 0; if (player.valid() && add_shadow(*player, frustum)) { set_renderstate(); render_shadow(*player); texture.copy_to_texture(); restore_renderstate(); texture.use(); render_triangles(); n_shadows++; } n_shadows += SimpleShadowDynamic::render(frustum, false); return n_shadows; }