Refactor scene rendering to use batched culling for main view and shadow projections

This commit is contained in:
Wojtek Figat
2022-10-28 09:13:28 +02:00
parent e217d5e79b
commit eb52d333ae
44 changed files with 1064 additions and 514 deletions

View File

@@ -518,7 +518,6 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
renderContextTiles.View.Pass = DrawPass::GBuffer | DrawPass::GlobalSurfaceAtlas;
renderContextTiles.View.Mode = ViewMode::Default;
renderContextTiles.View.ModelLODBias += 100000;
renderContextTiles.View.ShadowModelLODBias += 100000;
renderContextTiles.View.IsSingleFrame = true;
renderContextTiles.View.IsCullingDisabled = true;
renderContextTiles.View.Near = 0.0f;