stuff
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Submodule Plugins/FidelityFX-FSR updated: a4dd32b650...18ca39f430
@@ -661,10 +661,17 @@ namespace Game
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if (mesh.vertices.Count == 0)
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continue;
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geom.model.LODs[0].Meshes[i].UpdateMesh(mesh.vertices, mesh.indices, mesh.normals,
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null, mesh.uvs);
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geom.model.LODs[0].Meshes[i].MaterialSlotIndex = i;
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geom.model.MaterialSlots[i].Material = geom.meshes[i].material;
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var tassk = Task.Run(() =>
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{
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List<int> indices = new List<int>();
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foreach (var ind in mesh.indices)
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indices.Add((int)ind);
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geom.model.LODs[0].Meshes[i].UpdateMesh(mesh.vertices.ToArray(), indices.ToArray(), mesh.normals.ToArray() /*,
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null, mesh.uvs*/);
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geom.model.LODs[0].Meshes[i].MaterialSlotIndex = i;
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geom.model.MaterialSlots[i].Material = geom.meshes[i].material;
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});
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tassk.Wait();
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}
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//Not supported yet, should be done here
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@@ -1106,8 +1113,10 @@ namespace Game
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}
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//for (int i=0; i<10000; i++)
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// Debug.Log($"{i} udfghjosa fuhoag guiha7 2382835yayhahn0 generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}");
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/*for (int i=0; i<10000; i++)
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{
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Debug.Log($"{i} udfghjosa fuhoag guiha7 2382835yayhahn0 generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}");
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}*/
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//Debug.Log($"generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}");
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if (generateSdf && globalIllumination /*&& Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None*/ && sdfModels.Count > 1)
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