Refactor scene rendering to use batched culling for main view and shadow projections
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user