From 43afa76e604421a8b5ca17df3a945cbd53691244 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Fri, 9 Aug 2024 18:26:16 +0200 Subject: [PATCH] Optimize `StaticModel` draw into SDF and SurfaceAtlas if SDF texture is unused --- Source/Engine/Level/Actors/StaticModel.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/Engine/Level/Actors/StaticModel.cpp b/Source/Engine/Level/Actors/StaticModel.cpp index c735b2b5f..c6d130357 100644 --- a/Source/Engine/Level/Actors/StaticModel.cpp +++ b/Source/Engine/Level/Actors/StaticModel.cpp @@ -324,13 +324,13 @@ void StaticModel::Draw(RenderContext& renderContext) return; if (renderContext.View.Pass == DrawPass::GlobalSDF) { - if (EnumHasAnyFlags(DrawModes, DrawPass::GlobalSDF)) + if (EnumHasAnyFlags(DrawModes, DrawPass::GlobalSDF) && Model->SDF.Texture) GlobalSignDistanceFieldPass::Instance()->RasterizeModelSDF(this, Model->SDF, _transform, _box); return; } if (renderContext.View.Pass == DrawPass::GlobalSurfaceAtlas) { - if (EnumHasAnyFlags(DrawModes, DrawPass::GlobalSurfaceAtlas)) + if (EnumHasAnyFlags(DrawModes, DrawPass::GlobalSurfaceAtlas) && Model->SDF.Texture) GlobalSurfaceAtlasPass::Instance()->RasterizeActor(this, this, _sphere, _transform, Model->LODs.Last().GetBox()); return; }