Fix build on MSVC.

This commit is contained in:
Relintai 2024-02-15 20:38:16 +01:00
parent 3da74f0703
commit 34ddcc3694

View File

@ -2813,7 +2813,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
// Directional lights aren't handled here, _light_instance_update_shadow is called from elsewhere.
// Checking for this in case this changes, as this is assumed.
DEV_CHECK_ONCE(VSG::storage->light_get_type(ins->base) != VS::LIGHT_DIRECTIONAL);
DEV_CHECK_ONCE(RSG::storage->light_get_type(ins->base) != RS::LIGHT_DIRECTIONAL);
// Tighter caster culling to the camera frustum should work correctly with multiple viewports + cameras.
// The first camera will cull tightly, but if the light is present on more than 1 camera, the second will