Optimize CPU particles drawing to support async
This commit is contained in:
@@ -384,7 +384,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
}
|
||||
|
||||
// Render local fog particles
|
||||
if (renderContext.List->VolumetricFogParticles.HasItems())
|
||||
if (renderContext.List->VolumetricFogParticles.Count() != 0)
|
||||
{
|
||||
PROFILE_GPU_CPU_NAMED("Local Fog");
|
||||
|
||||
@@ -404,7 +404,7 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
|
||||
customData.VolumetricFogMaxDistance = cache.Data.VolumetricFogMaxDistance;
|
||||
bindParams.CustomData = &customData;
|
||||
bindParams.BindViewData();
|
||||
bindParams.DrawCall = &renderContext.List->VolumetricFogParticles.First();
|
||||
bindParams.DrawCall = renderContext.List->VolumetricFogParticles.begin();
|
||||
bindParams.BindDrawData();
|
||||
|
||||
for (auto& drawCall : renderContext.List->VolumetricFogParticles)
|
||||
|
||||
Reference in New Issue
Block a user