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fix forward cubemip
in case of temporary loss of the probe array, fall back to a (slightly) less arbitrary probemanager mip level as oposed to assuming 1 mip exists

AzaezelX 7 ヶ月 前
コミット
5e79c01208
1 ファイル変更1 行追加1 行削除
  1. 1 1
      Engine/source/materials/processedShaderMaterial.cpp

+ 1 - 1
Engine/source/materials/processedShaderMaterial.cpp

@@ -1324,7 +1324,7 @@ void ProcessedShaderMaterial::setSceneInfo(SceneRenderState * state, const Scene
    if (sgData.cubemap)
       shaderConsts->setSafe(handles->mCubeMipsSC, (F32)sgData.cubemap->getMipMapLevels());
    else
-      shaderConsts->setSafe(handles->mCubeMipsSC, 1.0f);
+      shaderConsts->setSafe(handles->mCubeMipsSC, (F32)getBinLog2(PROBEMGR->getProbeTexSize()));
 
    shaderConsts->setSafe(handles->mVisiblitySC, sgData.visibility);