Rebind the DebugDisplayRequestBus Instance to handle drawing in GameMode. (#1275)
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@@ -514,18 +514,28 @@ void EditorViewportWidget::Update()
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// Disable rendering to avoid recursion into Update()
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PushDisableRendering();
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//get debug display interface for the viewport
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AzFramework::DebugDisplayRequestBus::BusPtr debugDisplayBus;
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AzFramework::DebugDisplayRequestBus::Bind(debugDisplayBus, GetViewportId());
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AZ_Assert(debugDisplayBus, "Invalid DebugDisplayRequestBus.");
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AzFramework::DebugDisplayRequests* debugDisplay =
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AzFramework::DebugDisplayRequestBus::FindFirstHandler(debugDisplayBus);
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// draw debug visualizations
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if (m_debugDisplay)
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if (debugDisplay)
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{
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const AZ::u32 prevState = m_debugDisplay->GetState();
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m_debugDisplay->SetState(
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const AZ::u32 prevState = debugDisplay->GetState();
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debugDisplay->SetState(
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e_Mode3D | e_AlphaBlended | e_FillModeSolid | e_CullModeBack | e_DepthWriteOn | e_DepthTestOn);
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AzFramework::EntityDebugDisplayEventBus::Broadcast(
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&AzFramework::EntityDebugDisplayEvents::DisplayEntityViewport,
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AzFramework::ViewportInfo{ GetViewportId() }, *m_debugDisplay);
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AzFramework::ViewportInfo{ GetViewportId() }, *debugDisplay);
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m_debugDisplay->SetState(prevState);
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debugDisplay->SetState(prevState);
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}
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QtViewport::Update();
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