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Swap order of the ZoneRendererJob with DrawLocalLights to fix the local lights
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1 changed files with 3 additions and 4 deletions
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@ -142,13 +142,12 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionFramebuffer = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(0);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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const auto ambientOcclusionUniforms = ambientOcclusionOutputs.getN<AmbientOcclusionEffect::Outputs>(1);
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// Clear Light, Haze and Skybox Stages and render zones from the general metas bucket
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const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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// Draw Lights just add the lights to the current list of lights to deal with. NOt really gpu job for now.
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task.addJob<DrawLight>("DrawLight", lights);
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task.addJob<DrawLight>("DrawLight", lights);
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// Filter zones from the general metas bucket
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const auto zones = task.addJob<ZoneRendererTask>("ZoneRenderer", metas);
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// Light Clustering
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// Light Clustering
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// Create the cluster grid of lights, cpu job for now
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// Create the cluster grid of lights, cpu job for now
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const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();
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const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget).asVarying();
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