Remove unused LodProxyView feature from RenderContext (shadow projections are using the same draw batch as main view now)
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@@ -441,8 +441,7 @@ float RenderTools::ComputeBoundsScreenRadiusSquared(const Float3& origin, float
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int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt;
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// Check if model is being culled
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if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared)
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@@ -466,8 +465,7 @@ int32 RenderTools::ComputeModelLOD(const Model* model, const Float3& origin, flo
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int32 RenderTools::ComputeSkinnedModelLOD(const SkinnedModel* model, const Float3& origin, float radius, const RenderContext& renderContext)
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{
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const auto lodView = (renderContext.LodProxyView ? renderContext.LodProxyView : &renderContext.View);
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, *lodView) * renderContext.View.ModelLODDistanceFactorSqrt;
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const float screenRadiusSquared = ComputeBoundsScreenRadiusSquared(origin, radius, renderContext.View) * renderContext.View.ModelLODDistanceFactorSqrt;
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// Check if model is being culled
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if (Math::Square(model->MinScreenSize * 0.5f) > screenRadiusSquared)
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