@@ -115,7 +115,7 @@ void Foliage::DrawInstance(RenderContext& renderContext, FoliageInstance& instan
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e = &result[key];
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e = &result[key];
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ASSERT_LOW_LAYER(key.Mat);
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ASSERT_LOW_LAYER(key.Mat);
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e->DrawCall.Material = key.Mat;
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e->DrawCall.Material = key.Mat;
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e->DrawCall.Surface.Lightmap = EnumHasAnyFlags(_staticFlags, StaticFlags::Lightmap) ? _scene->LightmapsData.GetReadyLightmap(key.Lightmap) : nullptr;
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e->DrawCall.Surface.Lightmap = EnumHasAnyFlags(_staticFlags, StaticFlags::Lightmap) && _scene ? _scene->LightmapsData.GetReadyLightmap(key.Lightmap) : nullptr;
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}
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}
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// Add instance to the draw batch
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// Add instance to the draw batch
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@@ -1172,7 +1172,7 @@ void Foliage::Draw(RenderContext& renderContext)
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draw.ForcedLOD = -1;
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draw.ForcedLOD = -1;
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draw.SortOrder = 0;
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draw.SortOrder = 0;
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draw.VertexColors = nullptr;
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draw.VertexColors = nullptr;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(instance.Lightmap.TextureIndex);
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draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(instance.Lightmap.TextureIndex) : nullptr;
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draw.LightmapUVs = &instance.Lightmap.UVsArea;
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draw.LightmapUVs = &instance.Lightmap.UVsArea;
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draw.Buffer = &type.Entries;
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draw.Buffer = &type.Entries;
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draw.World = &world;
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draw.World = &world;
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@@ -346,7 +346,7 @@ void StaticModel::Draw(RenderContext& renderContext)
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draw.World = &world;
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draw.World = &world;
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draw.DrawState = &_drawState;
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draw.DrawState = &_drawState;
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draw.Deformation = _deformation;
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draw.Deformation = _deformation;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.Flags = _staticFlags;
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draw.DrawModes = DrawModes;
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draw.DrawModes = DrawModes;
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@@ -380,7 +380,7 @@ void StaticModel::Draw(RenderContextBatch& renderContextBatch)
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draw.World = &world;
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draw.World = &world;
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draw.DrawState = &_drawState;
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draw.DrawState = &_drawState;
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draw.Deformation = _deformation;
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draw.Deformation = _deformation;
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draw.Lightmap = _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex);
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draw.Lightmap = _scene ? _scene->LightmapsData.GetReadyLightmap(Lightmap.TextureIndex) : nullptr;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.LightmapUVs = &Lightmap.UVsArea;
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draw.Flags = _staticFlags;
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draw.Flags = _staticFlags;
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draw.DrawModes = DrawModes;
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draw.DrawModes = DrawModes;
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Reference in New Issue
Block a user