Fixed a bug where grouped geom were rendered in shadow pre-pass because they were still in the shadow cast queue
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@ -575,7 +575,7 @@ public class RenderManager {
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Geometry gm = (Geometry) s;
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Geometry gm = (Geometry) s;
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RenderQueue.ShadowMode shadowMode = s.getShadowMode();
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RenderQueue.ShadowMode shadowMode = s.getShadowMode();
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if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive) {
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if (shadowMode != RenderQueue.ShadowMode.Off && shadowMode != RenderQueue.ShadowMode.Receive && !gm.isGrouped()) {
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//forcing adding to shadow cast mode, culled objects doesn't have to be in the receiver queue
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//forcing adding to shadow cast mode, culled objects doesn't have to be in the receiver queue
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rq.addToShadowQueue(gm, RenderQueue.ShadowMode.Cast);
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rq.addToShadowQueue(gm, RenderQueue.ShadowMode.Cast);
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}
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}
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