Fix single-frame DDGI black artifacts when Global Surface Atlas got defragmented
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@@ -719,6 +719,8 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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objectsBufferCapacity = surfaceAtlasData.CulledObjectsUsageHistory.Maximum(); // Use biggest value from history
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if (surfaceAtlasData.CulledObjectsUsageHistory.Count() == surfaceAtlasData.CulledObjectsUsageHistory.Capacity())
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notReady = false; // Always ready when rendering for some time
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else if (currentFrame != 0 && surfaceAtlasData.LastFrameAtlasDefragmentation == currentFrame)
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notReady = false; // Always ready when did atlas defragmentation during this frame (prevent 1 black frame)
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// Allocate buffer for culled objects (estimated size)
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if (!surfaceAtlasData.CulledObjectsBuffer)
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