DRW: Refactor to use object pointer for drawcall by default
This cleans up a bit of duplicated code and some confusion about what was culled and what wasn't. Now everything is culled based on the given object pointer. If the object pointer is NULL there is no culling performed.
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@@ -217,7 +217,7 @@ void EEVEE_depth_of_field_cache_init(EEVEE_ViewLayerData *UNUSED(sldata), EEVEE_
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DRW_shgroup_uniform_texture_ref(grp, "cocBuffer", &effects->dof_coc);
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DRW_shgroup_uniform_vec4(grp, "bokehParams", effects->dof_bokeh, 2);
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DRW_shgroup_call_procedural_triangles(grp, sprite_len, NULL);
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DRW_shgroup_call_procedural_triangles(grp, NULL, sprite_len);
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DRW_PASS_CREATE(psl->dof_resolve, DRW_STATE_WRITE_COLOR);
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