Fix particles view information in Editor when Game window is unused
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@@ -245,7 +245,7 @@ bool ParticleEmitterGraphCPUExecutor::ComputeBounds(ParticleEmitter* emitter, Pa
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_emitter = emitter;
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_effect = effect;
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_deltaTime = 0.0f;
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_viewTask = PARTICLE_EMITTER_GET_VIEW_TASK(effect);
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_viewTask = effect->GetRenderTask();
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_callStack.Clear();
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// Find the maximum radius of the particle light
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@@ -351,7 +351,7 @@ void ParticleEmitterGraphCPUExecutor::Draw(ParticleEmitter* emitter, ParticleEff
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_emitter = emitter;
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_effect = effect;
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_deltaTime = 0.0f;
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_viewTask = PARTICLE_EMITTER_GET_VIEW_TASK(effect);
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_viewTask = effect->GetRenderTask();
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_callStack.Clear();
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// Draw lights
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@@ -411,7 +411,7 @@ void ParticleEmitterGraphCPUExecutor::Update(ParticleEmitter* emitter, ParticleE
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_effect = effect;
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_particleIndex = 0;
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_deltaTime = dt;
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_viewTask = PARTICLE_EMITTER_GET_VIEW_TASK(effect);
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_viewTask = effect->GetRenderTask();
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_callStack.Clear();
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auto& cpu = data.Buffer->CPU;
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@@ -557,7 +557,7 @@ int32 ParticleEmitterGraphCPUExecutor::UpdateSpawn(ParticleEmitter* emitter, Par
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_effect = effect;
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_particleIndex = 0;
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_deltaTime = dt;
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_viewTask = PARTICLE_EMITTER_GET_VIEW_TASK(effect);
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_viewTask = effect->GetRenderTask();
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_callStack.Clear();
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// Spawn particles
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@@ -27,11 +27,6 @@ class ParticleEmitterGraphCPUExecutor;
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#define PARTICLE_EMITTER_MAX_CALL_STACK 100
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// Gets the render task for the given effect update
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#define PARTICLE_EMITTER_GET_VIEW_TASK(effect) \
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(SceneRenderTask*)((effect)->CustomViewRenderTask && (effect)->CustomViewRenderTask->LastUsedFrame != 0 ? (effect)->CustomViewRenderTask.Get() : \
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(MainRenderTask::Instance && MainRenderTask::Instance->LastUsedFrame != 0 ? MainRenderTask::Instance : nullptr))
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class ParticleEmitterGraphCPUBox : public VisjectGraphBox
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{
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public:
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