Fixes
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@@ -477,7 +477,6 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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data.CascadeMipResolution = resolutionMip;
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data.CascadeMipFactor = GLOBAL_SDF_RASTERIZE_MIP_FACTOR;
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context->BindUA(0, cascadeView);
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context->BindSR(0, _modelsBuffer->GetBuffer() ? _modelsBuffer->GetBuffer()->View() : nullptr);
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context->BindCB(1, _cb1);
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const int32 chunkDispatchGroups = GLOBAL_SDF_RASTERIZE_CHUNK_SIZE / GLOBAL_SDF_RASTERIZE_GROUP_SIZE;
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bool anyChunkDispatch = false;
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@@ -533,6 +532,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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PROFILE_GPU_CPU("Update Models");
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_modelsBuffer->Flush(context);
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}
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context->BindSR(0, _modelsBuffer->GetBuffer() ? _modelsBuffer->GetBuffer()->View() : nullptr);
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// Rasterize non-empty chunk (first layer so can override existing chunk data)
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for (const auto& e : chunks)
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