Fix lightmap uvs density view to handle scale in lightmap and outline non-static objects
#2080
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@@ -485,6 +485,8 @@ void Mesh::Draw(const RenderContext& renderContext, const DrawInfo& info, float
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const ViewMode viewMode = renderContext.View.Mode;
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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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if (viewMode == ViewMode::LightmapUVsDensity)
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drawCall.Surface.LODDitherFactor = info.LightmapScale; // See LightmapUVsDensityMaterialShader
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#endif
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// Push draw call to the render list
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@@ -547,6 +549,8 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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const ViewMode viewMode = renderContextBatch.GetMainContext().View.Mode;
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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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if (viewMode == ViewMode::LightmapUVsDensity)
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drawCall.Surface.LODDitherFactor = info.LightmapScale; // See LightmapUVsDensityMaterialShader
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#endif
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// Push draw call to the render lists
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