Fix missing terrain debug shapes drawing when only in a view
This commit is contained in:
@@ -853,7 +853,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
|
||||
auto vb = DebugDrawVB->GetBuffer();
|
||||
|
||||
// Draw with depth test
|
||||
if (depthTestLines.VertexCount + depthTestTriangles.VertexCount + depthTestWireTriangles.VertexCount > 0)
|
||||
if (depthTestLines.VertexCount + depthTestTriangles.VertexCount + depthTestWireTriangles.VertexCount + Context->DebugDrawDepthTest.GeometryBuffers.Count() > 0)
|
||||
{
|
||||
if (data.EnableDepthTest)
|
||||
context->BindSR(0, renderContext.Buffers->DepthBuffer);
|
||||
@@ -909,7 +909,7 @@ void DebugDraw::Draw(RenderContext& renderContext, GPUTextureView* target, GPUTe
|
||||
}
|
||||
|
||||
// Draw without depth
|
||||
if (defaultLines.VertexCount + defaultTriangles.VertexCount + defaultWireTriangles.VertexCount > 0)
|
||||
if (defaultLines.VertexCount + defaultTriangles.VertexCount + defaultWireTriangles.VertexCount + Context->DebugDrawDefault.GeometryBuffers.Count() > 0)
|
||||
{
|
||||
context->SetRenderTarget(target);
|
||||
|
||||
|
||||
Reference in New Issue
Block a user