Fix rendering with custom feature-set
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@@ -312,6 +312,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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// Initialize setup
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RenderSetup& setup = renderContext.List->Setup;
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const bool isGBufferDebug = GBufferPass::IsDebugView(renderContext.View.Mode);
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{
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PROFILE_CPU_NAMED("Setup");
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if (renderContext.View.Origin != renderContext.View.PrevOrigin)
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@@ -319,7 +320,7 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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const int32 screenWidth = renderContext.Buffers->GetWidth();
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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setup.UpscaleLocation = renderContext.Task->UpscaleLocation;
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if (screenWidth < 16 || screenHeight < 16 || renderContext.Task->IsCameraCut)
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if (screenWidth < 16 || screenHeight < 16 || renderContext.Task->IsCameraCut || isGBufferDebug || renderContext.View.Mode == ViewMode::NoPostFx)
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setup.UseMotionVectors = false;
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else
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{
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@@ -344,7 +345,6 @@ void RenderInner(SceneRenderTask* task, RenderContext& renderContext, RenderCont
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renderContext.Buffers->Prepare();
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// Build batch of render contexts (main view and shadow projections)
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const bool isGBufferDebug = GBufferPass::IsDebugView(renderContext.View.Mode);
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{
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PROFILE_CPU_NAMED("Collect Draw Calls");
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