Don't crash when enableing the shadow component on a planet that doesn't have a ring system (closes #3404)

This commit is contained in:
Alexander Bock
2024-09-16 18:01:10 +02:00
parent 06a92620d1
commit c0ca1acb33
@@ -1457,7 +1457,7 @@ void RenderableGlobe::renderChunkGlobally(const Chunk& chunk, const RenderData&
_shadowMappingProperties.zFightingPercentage
);
}
else if (_shadowMappingProperties.shadowMapping) {
else if (_shadowMappingProperties.shadowMapping && _shadowComponent) {
shadowMapUnit.activate();
// JCC: Avoiding a to recompiling the shaders or having more than one
// set of shaders for this step.
@@ -1771,7 +1771,7 @@ void RenderableGlobe::recompileShaders() {
pairs.emplace_back("useEclipseHardShadows", std::to_string(_eclipseHardShadows));
pairs.emplace_back(
"enableShadowMapping",
std::to_string(_shadowMappingProperties.shadowMapping)
std::to_string(_shadowMappingProperties.shadowMapping && _shadowComponent)
);
pairs.emplace_back("showChunkEdges", std::to_string(_debugProperties.showChunkEdges));
pairs.emplace_back("showHeightResolution", "0");