diff --git a/Source/Engine/Level/Actors/ModelInstanceActor.cpp b/Source/Engine/Level/Actors/ModelInstanceActor.cpp index e71d66f05..a6470b98a 100644 --- a/Source/Engine/Level/Actors/ModelInstanceActor.cpp +++ b/Source/Engine/Level/Actors/ModelInstanceActor.cpp @@ -47,8 +47,8 @@ void ModelInstanceActor::OnEnable() void ModelInstanceActor::OnDisable() { - GetSceneRendering()->RemoveActor(this, _sceneRenderingKey); - // Base Actor::OnDisable(); + + GetSceneRendering()->RemoveActor(this, _sceneRenderingKey); } diff --git a/Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp b/Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp index 71c73c7d1..0557421e5 100644 --- a/Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp +++ b/Source/Engine/Renderer/GlobalSignDistanceFieldPass.cpp @@ -477,7 +477,6 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex data.CascadeMipResolution = resolutionMip; data.CascadeMipFactor = GLOBAL_SDF_RASTERIZE_MIP_FACTOR; context->BindUA(0, cascadeView); - context->BindSR(0, _modelsBuffer->GetBuffer() ? _modelsBuffer->GetBuffer()->View() : nullptr); context->BindCB(1, _cb1); const int32 chunkDispatchGroups = GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / GLOBAL_SDF_RASTERIZE_GROUP_SIZE; bool anyChunkDispatch = false; @@ -533,6 +532,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex PROFILE_GPU_CPU("Update Models"); _modelsBuffer->Flush(context); } + context->BindSR(0, _modelsBuffer->GetBuffer() ? _modelsBuffer->GetBuffer()->View() : nullptr); // Rasterize non-empty chunk (first layer so can override existing chunk data) for (const auto& e : chunks)