Fix lod preview typo in df45ac46b1
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@@ -441,7 +441,7 @@ void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, cons
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drawCall.PerInstanceRandom = perInstanceRandom;
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#if USE_EDITOR
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const ViewMode viewMode = renderContext.View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::VertexColors)
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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#endif
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@@ -507,7 +507,7 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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#if USE_EDITOR
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const ViewMode viewMode = renderContext.View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::VertexColors)
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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#endif
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@@ -567,7 +567,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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drawCall.PerInstanceRandom = info.PerInstanceRandom;
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#if USE_EDITOR
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const ViewMode viewMode = renderContextBatch.GetMainContext().View.Mode;
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::VertexColors)
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if (viewMode == ViewMode::LightmapUVsDensity || viewMode == ViewMode::LODPreview)
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GBufferPass::AddIndexBufferToModelLOD(_indexBuffer, &((Model*)_model)->LODs[_lodIndex]);
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#endif
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