Graphics/ForwardFramePipeline: Fix depth-prepass
This commit is contained in:
@@ -446,11 +446,14 @@ namespace Nz
|
||||
std::size_t visibilityHash = 5;
|
||||
const auto& visibleRenderables = FrustumCull(viewerData.frame.frustum, renderMask, visibilityHash);
|
||||
|
||||
if (viewerData.gammaCorrectionPass)
|
||||
viewerData.gammaCorrectionPass->Prepare(renderFrame);
|
||||
if (viewerData.depthPrepass)
|
||||
viewerData.depthPrepass->Prepare(renderFrame, viewerData.frame.frustum, visibleRenderables, visibilityHash);
|
||||
|
||||
viewerData.forwardPass->Prepare(renderFrame, viewerData.frame.frustum, visibleRenderables, viewerData.frame.visibleLights, visibilityHash);
|
||||
|
||||
if (viewerData.gammaCorrectionPass)
|
||||
viewerData.gammaCorrectionPass->Prepare(renderFrame);
|
||||
|
||||
if (viewerData.debugDrawPass)
|
||||
viewerData.debugDrawPass->Prepare(renderFrame);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user