From 923c81ae2863f7154270f85a08369b4dff4e6c7c Mon Sep 17 00:00:00 2001 From: samcake Date: Tue, 6 Mar 2018 17:38:27 -0800 Subject: [PATCH] Swap order of the ZoneRendererJob with DrawLocalLights to fix the local lights --- libraries/render-utils/src/RenderDeferredTask.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/libraries/render-utils/src/RenderDeferredTask.cpp b/libraries/render-utils/src/RenderDeferredTask.cpp index f262307944..50620bfcce 100644 --- a/libraries/render-utils/src/RenderDeferredTask.cpp +++ b/libraries/render-utils/src/RenderDeferredTask.cpp @@ -142,13 +142,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN(0); const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN(1); - + // Clear Light, Haze and Skybox Stages and render zones from the general metas bucket + const auto zones = task.addJob("ZoneRenderer", metas); + // Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now. task.addJob("DrawLight", lights); - // Filter zones from the general metas bucket - const auto zones = task.addJob("ZoneRenderer", metas); - // Light Clustering // Create the cluster grid of lights, cpu job for now const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();