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bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.

Azaezel 6 år sedan
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0d915b31ae
1 ändrade filer med 3 tillägg och 1 borttagningar
  1. 3 1
      Engine/source/T3D/lighting/reflectionProbe.cpp

+ 3 - 1
Engine/source/T3D/lighting/reflectionProbe.cpp

@@ -980,8 +980,10 @@ void ReflectionProbe::bake(String outputPath, S32 resolution, bool renderWithPro
       MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
       Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
 
+	  F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
+	  TSShapeInstance::smDetailAdjust *= getNextPow2(resolution);
       renderFrame(&baseTarget, matView, frustum, mCaptureMask & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
-
+	  TSShapeInstance::smDetailAdjust = detailAdjustBackup;
       baseTarget->resolve();
    }