Vulkan Refactoring - Updated KRTextureManager::selectTexture call sites to use KRShader::setImageBinding
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@@ -217,7 +217,9 @@ void KRModel::render(KRNode::RenderInfo& ri)
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}
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if (m_pLightMap && ri.camera->settings.bEnableLightMap && ri.renderPass != RENDER_PASS_SHADOWMAP && ri.renderPass != RENDER_PASS_GENERATE_SHADOWMAPS) {
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m_pContext->getTextureManager()->selectTexture(5, m_pLightMap, lod_coverage, KRTexture::TEXTURE_USAGE_LIGHT_MAP);
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m_pLightMap->resetPoolExpiry(lod_coverage, KRTexture::TEXTURE_USAGE_LIGHT_MAP);
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// TODO - Vulkan refactoring. We need to bind the shadow map in KRMesh::Render
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// m_pContext->getTextureManager()->selectTexture(5, m_pLightMap, lod_coverage, KRTexture::TEXTURE_USAGE_LIGHT_MAP);
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}
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Matrix4 matModel = getModelMatrix();
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