Refactor draw calls and instancing logic to be more modular
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@@ -178,7 +178,7 @@ void LightmapUVsDensityMaterialShader::Bind(BindParameters& params)
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scaleZ > 0.00001f ? 1.0f / scaleZ : 0.0f);
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data.LightmapTexelsPerWorldUnit = ShadowsOfMordor::LightmapTexelsPerWorldUnit;
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data.LightmapSize = 1024.0f;
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data.LightmapArea = drawCall.LightmapUVsArea;
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data.LightmapArea = drawCall.Surface.LightmapUVsArea;
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if (drawCallModel)
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{
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// Calculate current lightmap slot size for the object (matches the ShadowsOfMordor calculations when baking the lighting)
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