Fix quad overdraw debug drawing regression
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@@ -60,11 +60,12 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
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if (boxModel && boxModel->CanBeRendered() && defaultMaterial && defaultMaterial->IsReady())
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{
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// Draw decals
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for (int32 i = 0; i < renderContext.List->Decals.Count(); i++)
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PROFILE_GPU_CPU_NAMED("Decals");
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for (const RenderDecalData& decal : renderContext.List->Decals)
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{
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const RenderDecalData& decal = renderContext.List->Decals.Get()[i];
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drawCall.World = decal.World;
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defaultMaterial->Bind(bindParams);
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bindParams.BindDrawData();
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boxModel->Render(context);
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}
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}
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@@ -74,6 +75,7 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
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if (renderContext.List->Sky && skyModel && skyModel->CanBeRendered() && skyMaterial && skyMaterial->IsReady())
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{
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// Draw sky
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PROFILE_GPU_CPU_NAMED("Sky");
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auto box = skyModel->GetBox();
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Matrix m1, m2;
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Matrix::Scaling(renderContext.View.Far / ((float)box.GetSize().Y * 0.5f) * 0.95f, m1);
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@@ -81,6 +83,7 @@ void QuadOverdrawPass::Render(RenderContext& renderContext, GPUContext* context,
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m1 *= m2;
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drawCall.World = m1;
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drawCall.ObjectPosition = drawCall.World.GetTranslation();
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bindParams.BindDrawData();
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skyMaterial->Bind(bindParams);
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skyModel->Render(context);
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}
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