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bump effective LOD (Level Of Detail) up during the capture phase to work arround things like trying to capture within a building with agressive optimization killing off the internals due to the smaller effective 'screen' being rendered.
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@ -980,8 +980,10 @@ void ReflectionProbe::bake(String outputPath, S32 resolution, bool renderWithPro
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MathUtils::makeFrustum(&left, &right, &top, &bottom, M_HALFPI_F, 1.0f, nearPlane);
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Frustum frustum(false, left, right, top, bottom, nearPlane, farDist);
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F32 detailAdjustBackup = TSShapeInstance::smDetailAdjust;
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TSShapeInstance::smDetailAdjust *= getNextPow2(resolution);
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renderFrame(&baseTarget, matView, frustum, mCaptureMask & EDITOR_RENDER_TYPEMASK, gCanvasClearColor);
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TSShapeInstance::smDetailAdjust = detailAdjustBackup;
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baseTarget->resolve();
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}
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