Ignore unsupported light types in GL3 renderer.

PiperOrigin-RevId: 842271116
Change-Id: I632f7ed8e2a6488d5a8eb228928e26c8fcbdff66
This commit is contained in:
Yuval Tassa
2025-12-09 09:21:20 -08:00
committed by Copybara-Service
parent 32d7b87ba7
commit 85e6f6de3c
+3 -3
View File
@@ -695,7 +695,7 @@ static void initLights(mjvScene* scn) {
}
else {
mju_error("Unsupported light type: %d", scn->lights[i].type);
// ignore unsupported light types: mjLIGHT_POINT, mjLIGHT_IMAGE
}
}
@@ -808,7 +808,7 @@ static void adjustLight(const mjvLight* thislight, int n) {
mjr_setf4(temp, thislight->pos[0], thislight->pos[1], thislight->pos[2], 1);
glLightfv(GL_LIGHT0+n, GL_POSITION, temp);
} else {
mju_error("Unsupported light type: %d", thislight->type);
// ignore unsupported light types: mjLIGHT_POINT, mjLIGHT_IMAGE
}
}
@@ -1202,7 +1202,7 @@ void mjr_render(mjrRect viewport, mjvScene* scn, const mjrContext* con) {
mjr_perspective(mju_min(2*thislight->cutoff*con->shadowScale, 160), 1,
cam.frustum_near, cam.frustum_far);
} else {
mju_error("Unsupported light type: %d", thislight->type);
// ignore unsupported light types: mjLIGHT_POINT, mjLIGHT_IMAGE
}
glGetFloatv(GL_PROJECTION_MATRIX, lightProject);