Various fixes and improvements for large worlds rendering
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@@ -1282,8 +1282,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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// Calculate object bounds size in the view
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OrientedBoundingBox viewBounds(object->Bounds);
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viewBounds.Transform(tile->ViewMatrix);
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Float3 viewExtent;
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viewExtent = viewBounds.Transformation.LocalToWorldVector(viewBounds.Extents);
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Float3 viewExtent = viewBounds.Transformation.LocalToWorldVector(viewBounds.Extents);
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tile->ViewBoundsSize = viewExtent.GetAbsolute() * 2.0f;
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// Per-tile data
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@@ -80,7 +80,7 @@ public:
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void RenderDebug(RenderContext& renderContext, GPUContext* context, GPUTexture* output);
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// Rasterize actor into the Global Surface Atlas. Call it from actor Draw() method during DrawPass::GlobalSurfaceAtlas.
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void RasterizeActor(Actor* actor, void* actorObject, const BoundingSphere& actorObjectBounds, const Matrix& localToWorld, const BoundingBox& localBounds, uint32 tilesMask = MAX_uint32, bool useVisibility = true);
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void RasterizeActor(Actor* actor, void* actorObject, const BoundingSphere& actorObjectBounds, const Transform& localToWorld, const BoundingBox& localBounds, uint32 tilesMask = MAX_uint32, bool useVisibility = true);
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private:
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#if COMPILE_WITH_DEV_ENV
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