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Remove leftovers from the DirectionalLight3D Optimized shadow depth range

The Optimized shadow depth range was removed in late 2020 in favor
of the Stable shadow depth range, but it still had a (broken) property
that allowed to enable it.
This commit is contained in:
Hugo Locurcio
2021-07-02 20:32:43 +02:00
parent ee115d7b2d
commit 5370f4876e
12 changed files with 7 additions and 105 deletions

View File

@@ -469,13 +469,6 @@ public:
virtual void light_directional_set_blend_splits(RID p_light, bool p_enable) = 0;
virtual void light_directional_set_sky_only(RID p_light, bool p_sky_only) = 0;
enum LightDirectionalShadowDepthRangeMode {
LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE,
LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED,
};
virtual void light_directional_set_shadow_depth_range_mode(RID p_light, LightDirectionalShadowDepthRangeMode p_range_mode) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
enum ShadowQuality {
@@ -1505,7 +1498,6 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam);
VARIANT_ENUM_CAST(RenderingServer::LightBakeMode);
VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode);
VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowDepthRangeMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode);
VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode);
VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality);