Fix Global Surface Atlas drawing of objects that are hidden in GBuffer pass but should be visible for GI
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@@ -513,7 +513,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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RenderContext renderContextTiles = renderContext;
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renderContextTiles.List = RenderList::GetFromPool();
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renderContextTiles.View.Pass = DrawPass::GBuffer;
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renderContextTiles.View.Pass = DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas;
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renderContextTiles.View.Mode = ViewMode::Default;
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renderContextTiles.View.ModelLODBias += 100000;
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renderContextTiles.View.ShadowModelLODBias += 100000;
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@@ -582,7 +582,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Fake projection matrix to disable Screen Size culling based on RenderTools::ComputeBoundsScreenRadiusSquared
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renderContextTiles.View.Projection.Values[0][0] = 10000.0f;
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// Collect draw calls for the object
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object.Actor->Draw(renderContextTiles);
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