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mMipCount was never being filled out. just use mPrefilterArray->getMipMapLevels() direct

AzaezelX %!s(int64=4) %!d(string=hai) anos
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Modificáronse 1 ficheiros con 1 adicións e 1 borrados
  1. 1 1
      Engine/source/renderInstance/renderProbeMgr.cpp

+ 1 - 1
Engine/source/renderInstance/renderProbeMgr.cpp

@@ -749,7 +749,7 @@ void RenderProbeMgr::render( SceneRenderState *state )
    mProbeArrayEffect->setShaderConst("$numProbes", (S32)mProbeData.effectiveProbeCount);
    mProbeArrayEffect->setShaderConst("$skylightCubemapIdx", (S32)mProbeData.skyLightIdx);
 
-   mProbeArrayEffect->setShaderConst("$cubeMips", (float)mMipCount);
+   mProbeArrayEffect->setShaderConst("$cubeMips", (float)mPrefilterArray->getMipMapLevels());
 
    //also set up some colors
    Vector<Point4F> contribColors;