Minor fixes and improvements
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@@ -81,7 +81,7 @@ class GPUModelSDFTask : public GPUTask
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ConditionVariable* _signal;
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AssetReference<Shader> _shader;
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Model* _inputModel;
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ModelData* _modelData;
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const ModelData* _modelData;
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int32 _lodIndex;
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Int3 _resolution;
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ModelBase::SDFData* _sdf;
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@@ -104,7 +104,7 @@ class GPUModelSDFTask : public GPUTask
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});
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public:
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GPUModelSDFTask(ConditionVariable& signal, Model* inputModel, ModelData* modelData, int32 lodIndex, const Int3& resolution, ModelBase::SDFData* sdf, GPUTexture* sdfResult, const Float3& xyzToLocalMul, const Float3& xyzToLocalAdd)
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GPUModelSDFTask(ConditionVariable& signal, Model* inputModel, const ModelData* modelData, int32 lodIndex, const Int3& resolution, ModelBase::SDFData* sdf, GPUTexture* sdfResult, const Float3& xyzToLocalMul, const Float3& xyzToLocalAdd)
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: GPUTask(Type::Custom)
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, _signal(&signal)
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, _shader(Content::LoadAsyncInternal<Shader>(TEXT("Shaders/SDF")))
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@@ -350,7 +350,7 @@ public:
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}
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};
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bool ModelTool::GenerateModelSDF(Model* inputModel, ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName, float backfacesThreshold, bool useGPU)
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bool ModelTool::GenerateModelSDF(Model* inputModel, const ModelData* modelData, float resolutionScale, int32 lodIndex, ModelBase::SDFData* outputSDF, MemoryWriteStream* outputStream, const StringView& assetName, float backfacesThreshold, bool useGPU)
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{
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PROFILE_CPU();
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auto startTime = Platform::GetTimeSeconds();
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