From 404cb929c130ffb5c46e4a73440d3497f43f73e2 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Fri, 26 Apr 2019 13:33:28 -0500 Subject: [PATCH] we likely don't want to be overwriting that set of cubemap array registers for every forward lit object instance --- Engine/source/renderInstance/renderProbeMgr.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Engine/source/renderInstance/renderProbeMgr.cpp b/Engine/source/renderInstance/renderProbeMgr.cpp index 812a9cad8..179be583b 100644 --- a/Engine/source/renderInstance/renderProbeMgr.cpp +++ b/Engine/source/renderInstance/renderProbeMgr.cpp @@ -691,8 +691,8 @@ void RenderProbeMgr::_update4ProbeConsts(const SceneData &sgData, shaderConsts->setSafe(probeShaderConsts->mProbeBoxMinSC, probeBoxMinArray); shaderConsts->setSafe(probeShaderConsts->mProbeBoxMaxSC, probeBoxMaxArray); shaderConsts->setSafe(probeShaderConsts->mProbeConfigDataSC, probeConfigArray); - GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray); - GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray); + //GFX->setCubeArrayTexture(probeShaderConsts->mProbeSpecularCubemapSC->getSamplerRegister(), mPrefilterArray); + //GFX->setCubeArrayTexture(probeShaderConsts->mProbeIrradianceCubemapSC->getSamplerRegister(), mIrradianceArray); if (!hasSkylight) shaderConsts->setSafe(probeShaderConsts->mHasSkylight, 0.0f);