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