message: spotlight shadow map skipped if the scene is empty.
diff: @@ -421,9 +421,6 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
  auto outerConeAngle = lcm.getSpotLightOuterCone(li);
  const FLightManager::ShadowParams& params = lcm.getShadowParams(li);
  - // TODO: correctly compute if this spot light has any visible shadows.
  - mHasVisibleShadows = true;
  -
  /*
  * Compute the light model matrix.
  */
  @@ -433,9 +430,13 @@ void ShadowMap::updateSpot(const FScene::LightSoa& lightData, size_t index,
  // find decent near/far
  ShadowMap::updateSceneInfoSpot(Mv, scene, sceneInfo);
  +
  + // if the scene was empty, near > far
  + mHasVisibleShadows = -sceneInfo.lsNearFar[0] < -sceneInfo.lsNearFar[1];
  +
  // FIXME: we need a configuration for minimum near plane (for now hardcoded to 1cm)
  - float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar.x);
  - float farPlane = std::min(radius, -sceneInfo.lsNearFar.y);
  + float nearPlane = std::max(0.01f, -sceneInfo.lsNearFar[0]);
  + float farPlane = std::min(radius, -sceneInfo.lsNearFar[1]);
  float outerConeAngleDegrees = outerConeAngle * f::RAD_TO_DEG;
  const mat4f Mp = mat4f::perspective(outerConeAngleDegrees * 2.0f, 1.0f, nearPlane, farPlane);
  