misc small terrain bugfixes (#5834)
* Removed "chatty" profile markers. These three markers were making terrain refreshes take ~200% longer in profile builds. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Terrain surface data wasn't updating its AABB correctly. The code was making an invalid assumption that changes to the world bounds would result in an invalid dirtyRegion. It actually gets a valid region encapsulating the old and new bounds. The fix is an additional check to see if the terrain bounds changed. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com> * Addressed previous PR feedback that terrainSystem ought to be a local variable in each test. Signed-off-by: Mike Balfour <82224783+mbalfour-amzn@users.noreply.github.com>
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@@ -191,8 +191,6 @@ namespace GradientSignal
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float ImageGradientComponent::GetValue(const GradientSampleParams& sampleParams) const
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{
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AZ_PROFILE_FUNCTION(Entity);
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AZ::Vector3 uvw = sampleParams.m_position;
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bool wasPointRejected = false;
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