Rename RenderListAllocation into RendererAllocation
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@@ -588,8 +588,8 @@ void VolumetricFogPass::Render(RenderContext& renderContext)
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GPUTextureView* localShadowedLightScattering = nullptr;
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{
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// Get lights to render
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Array<const RendererPointLightData*, InlinedAllocation<64, RenderListAllocation>> pointLights;
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Array<const RendererSpotLightData*, InlinedAllocation<64, RenderListAllocation>> spotLights;
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Array<const RendererPointLightData*, InlinedAllocation<64, RendererAllocation>> pointLights;
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Array<const RendererSpotLightData*, InlinedAllocation<64, RendererAllocation>> spotLights;
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for (int32 i = 0; i < renderContext.List->PointLights.Count(); i++)
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{
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const auto& light = renderContext.List->PointLights[i];
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