Fix terrain draw modes to collect only current draw pass

This commit is contained in:
Wojciech Figat
2022-06-06 10:28:58 +02:00
parent 31d9802cf4
commit 1f1ed2bf60

View File

@@ -121,7 +121,8 @@ void TerrainChunk::Draw(const RenderContext& renderContext) const
//drawCall.TerrainData.HeightmapUVScaleBias.W += halfTexelOffset;
// Submit draw call
renderContext.List->AddDrawCall(_patch->_terrain->DrawModes, flags, drawCall, true);
auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass);
renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
}
void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* material, int32 lodIndex) const
@@ -175,7 +176,8 @@ void TerrainChunk::Draw(const RenderContext& renderContext, MaterialBase* materi
//drawCall.TerrainData.HeightmapUVScaleBias.W += halfTexelOffset;
// Submit draw call
renderContext.List->AddDrawCall(_patch->_terrain->DrawModes, flags, drawCall, true);
auto drawModes = (DrawPass)(_patch->_terrain->DrawModes & renderContext.View.Pass);
renderContext.List->AddDrawCall(drawModes, flags, drawCall, true);
}
bool TerrainChunk::Intersects(const Ray& ray, float& distance)