Refactor Vector types to support 64-bit precision via define switch
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@@ -883,8 +883,7 @@ void GlobalSurfaceAtlasPass::RasterizeActor(Actor* actor, void* actorObject, con
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// Calculate optimal tile resolution for the object side
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Vector3 boundsSizeTile = boundsSize;
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boundsSizeTile.Raw[tileIndex / 2] = MAX_float; // Ignore depth size
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boundsSizeTile.Absolute();
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uint16 tileResolution = (uint16)(boundsSizeTile.MinValue() * tilesScale);
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uint16 tileResolution = (uint16)(boundsSizeTile.GetAbsolute().MinValue() * tilesScale);
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if (tileResolution < 4)
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{
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// Skip too small surfaces
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