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we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance

AzaezelX hace 6 años
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404cb929c1
Se han modificado 1 ficheros con 2 adiciones y 2 borrados
  1. 2 2
      Engine/source/renderInstance/renderProbeMgr.cpp

+ 2 - 2
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -691,8 +691,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData,
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray);
       shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray);
-      GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
-      GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
+      //GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray);
+      //GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray);
 
       if (!hasSkylight)
          shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);