Integrating github/staging through commit ab87ed9

This commit is contained in:
alexpete
2021-04-09 11:27:37 -07:00
parent ae62a97894
commit 1044dc3da1
1582 changed files with 29374 additions and 519051 deletions
@@ -580,8 +580,6 @@ void COctreeNode::UpdateObjects(IRenderNode* pObj)
AZ_PROFILE_FUNCTION(AZ::Debug::ProfileCategory::ThreeDEngineDetailed);
float fObjMaxViewDistance = 0;
size_t numCasters = 0;
IObjManager* pObjManager = GetObjManager();
bool bVegetHasAlphaTrans = false;
int nFlags = pObj->GetRndFlags();
@@ -659,7 +657,6 @@ void COctreeNode::UpdateObjects(IRenderNode* pObj)
}
bool bUpdateParentShadowFlags = false;
bool bUpdateParentOcclusionFlags = false;
// fill shadow casters list
const bool bHasPerObjectShadow = GetCVars()->e_ShadowsPerObject && p3DEngine->GetPerObjectShadow(pObj);
@@ -1138,26 +1135,11 @@ bool CObjManager::IsBoxOccluded(const AABB& objBox,
CVisAreaManager* pVisAreaManager = GetVisAreaManager();
if (GetCVars()->e_OcclusionVolumes && pVisAreaManager && pVisAreaManager->IsOccludedByOcclVolumes(objBox, passInfo))
{
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// do not set the lastOccludedMainFrameID because it is camera agnostic so the main pass might occlude
// objects that should only be occluded in the render scene to texture pass
if (!passInfo.IsRenderSceneToTexturePass())
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
{
pOcclTestVars->nLastOccludedMainFrameID = mainFrameID;
}
pOcclTestVars->nLastOccludedMainFrameID = mainFrameID;
return true;
}
#if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
// don't use coverage buffer results if we are checking occlusion for a render to texture camera
// because the render to texture pass does not currently write to the coverage buffer and
// the frame IDs will not work correctly.
if (GetCVars()->e_CoverageBuffer && !passInfo.IsRenderSceneToTexturePass())
#else
if (GetCVars()->e_CoverageBuffer)
#endif // if AZ_RENDER_TO_TEXTURE_GEM_ENABLED
{
return pOcclTestVars->nLastOccludedMainFrameID == mainFrameID - 1;
}