From c700a7e45d3c35d0b3c38fe271503cc9c506b06b Mon Sep 17 00:00:00 2001 From: SirLynix Date: Tue, 14 Mar 2023 18:08:05 +0100 Subject: [PATCH] Graphics/ForwardFramePipeline: Fix shadow maps not showing up until scene update --- src/Nazara/Graphics/ForwardFramePipeline.cpp | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/src/Nazara/Graphics/ForwardFramePipeline.cpp b/src/Nazara/Graphics/ForwardFramePipeline.cpp index c7b8a51b7..d3009e488 100644 --- a/src/Nazara/Graphics/ForwardFramePipeline.cpp +++ b/src/Nazara/Graphics/ForwardFramePipeline.cpp @@ -314,11 +314,16 @@ namespace Nz } m_removedWorldInstances.Clear(); + bool frameGraphInvalidated; if (m_rebuildFrameGraph) { renderFrame.PushForRelease(std::move(m_bakedFrameGraph)); m_bakedFrameGraph = BuildFrameGraph(); + m_bakedFrameGraph.Resize(renderFrame); + frameGraphInvalidated = true; } + else + frameGraphInvalidated = m_bakedFrameGraph.Resize(renderFrame); // Update UBOs and materials renderFrame.Execute([&](CommandBufferBuilder& builder) @@ -390,7 +395,7 @@ namespace Nz viewerData.debugDrawPass->Prepare(renderFrame); } - if (m_bakedFrameGraph.Resize(renderFrame)) + if (frameGraphInvalidated) { const std::shared_ptr& sampler = graphics->GetSamplerCache().Get({}); for (auto& viewerData : m_viewerPool)