Add support for stencil buffer on Vulkan and D3D11/D3D12
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@@ -151,7 +151,6 @@ void MotionBlurPass::Dispose()
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void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
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{
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// Prepare
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auto motionVectors = renderContext.Buffers->MotionVectors;
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ASSERT(motionVectors);
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MotionBlurSettings& settings = renderContext.List->Settings.MotionBlur;
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@@ -160,8 +159,6 @@ void MotionBlurPass::RenderMotionVectors(RenderContext& renderContext)
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const int32 screenHeight = renderContext.Buffers->GetHeight();
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const int32 motionVectorsWidth = screenWidth / static_cast<int32>(settings.MotionVectorsResolution);
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const int32 motionVectorsHeight = screenHeight / static_cast<int32>(settings.MotionVectorsResolution);
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// Ensure to have valid data
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if (!renderContext.List->Setup.UseMotionVectors || checkIfSkipPass())
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{
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// Skip pass (just clear motion vectors if texture is allocated)
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