Fix game splash screen to wait fr texture to be streamed in, not just allocated
This commit is contained in:
@@ -211,7 +211,7 @@ void GameBaseImpl::OnPostRender(GPUContext* context, RenderContext& renderContex
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Wait for texture loaded before showing splash screen
|
// Wait for texture loaded before showing splash screen
|
||||||
if (!SplashScreen->IsLoaded() || SplashScreen.Get()->GetTexture()->MipLevels() != SplashScreen.Get()->StreamingTexture()->TotalMipLevels())
|
if (!SplashScreen->IsLoaded() || SplashScreen.Get()->GetResidentMipLevels() != SplashScreen.Get()->GetMipLevels())
|
||||||
{
|
{
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user