diff --git a/Source/Engine/Level/Scene/SceneRendering.cpp b/Source/Engine/Level/Scene/SceneRendering.cpp index 4584b703e..07990cb79 100644 --- a/Source/Engine/Level/Scene/SceneRendering.cpp +++ b/Source/Engine/Level/Scene/SceneRendering.cpp @@ -181,7 +181,7 @@ void SceneRendering::RemoveActor(Actor* a, int32& key) #define DRAW_ACTOR(mode) e.Actor->Draw(mode) #endif -void SceneRendering::DrawActorsJob(int32 i) +void SceneRendering::DrawActorsJob(int32) { PROFILE_CPU(); auto& mainContext = _drawBatch->GetMainContext(); diff --git a/Source/Engine/Level/Scene/SceneRendering.h b/Source/Engine/Level/Scene/SceneRendering.h index cb6671ce9..a718aa2b6 100644 --- a/Source/Engine/Level/Scene/SceneRendering.h +++ b/Source/Engine/Level/Scene/SceneRendering.h @@ -171,5 +171,5 @@ private: volatile int64 _drawListIndex; RenderContextBatch* _drawBatch; - void DrawActorsJob(int32 i); + void DrawActorsJob(int32); }; diff --git a/Source/Engine/Renderer/RenderList.cpp b/Source/Engine/Renderer/RenderList.cpp index 7126fc83c..7a75ac147 100644 --- a/Source/Engine/Renderer/RenderList.cpp +++ b/Source/Engine/Renderer/RenderList.cpp @@ -637,27 +637,27 @@ void RenderList::ExecuteDrawCalls(const RenderContext& renderContext, DrawCallsL if (useInstancing) { // Prepare buffer memory - int32 batchesCount = 0; + int32 instancedBatchesCount = 0; for (int32 i = 0; i < list.Batches.Count(); i++) { auto& batch = batchesData[i]; if (batch.BatchSize > 1) - batchesCount += batch.BatchSize; + instancedBatchesCount += batch.BatchSize; } for (int32 i = 0; i < list.PreBatchedDrawCalls.Count(); i++) { auto& batch = BatchedDrawCalls.Get()[list.PreBatchedDrawCalls.Get()[i]]; if (batch.Instances.Count() > 1) - batchesCount += batch.Instances.Count(); + instancedBatchesCount += batch.Instances.Count(); } - if (batchesCount == 0) + if (instancedBatchesCount == 0) { // Faster path if none of the draw batches requires instancing useInstancing = false; goto DRAW; } _instanceBuffer.Clear(); - _instanceBuffer.Data.Resize(batchesCount * sizeof(InstanceData)); + _instanceBuffer.Data.Resize(instancedBatchesCount * sizeof(InstanceData)); auto instanceData = (InstanceData*)_instanceBuffer.Data.Get(); // Write to instance buffer