minor water ripple update
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@@ -107,8 +107,8 @@ void RenderPath3D::ResizeBuffers()
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TextureDesc desc;
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desc.bind_flags = BindFlag::RENDER_TARGET | BindFlag::SHADER_RESOURCE;
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desc.format = Format::R16G16_FLOAT;
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desc.width = internalResolution.x;
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desc.height = internalResolution.y;
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desc.width = internalResolution.x / 8;
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desc.height = internalResolution.y / 8;
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device->CreateTexture(&desc, nullptr, &rtWaterRipple);
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device->SetName(&rtWaterRipple, "rtWaterRipple");
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}
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@@ -1303,20 +1303,17 @@ void RenderPath3D::RenderTransparents(CommandList cmd) const
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GraphicsDevice* device = wi::graphics::GetDevice();
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// Water ripple rendering:
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device->RenderPassBegin(&renderpass_waterripples, cmd); // always clear the water ripple rt, because it will always be sampled, whether there were any ripples or not
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if(!scene->waterRipples.empty())
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{
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device->RenderPassBegin(&renderpass_waterripples, cmd);
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Viewport vp;
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vp.width = (float)rtWaterRipple.GetDesc().width;
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vp.height = (float)rtWaterRipple.GetDesc().height;
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device->BindViewports(1, &vp, cmd);
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wi::renderer::DrawWaterRipples(visibility_main, cmd);
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device->RenderPassEnd(cmd);
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}
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device->RenderPassEnd(cmd);
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device->RenderPassBegin(&renderpass_transparent, cmd);
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@@ -9,7 +9,7 @@ namespace wi::version
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// minor features, major updates, breaking compatibility changes
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const int minor = 60;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 8;
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const int revision = 9;
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const std::string version_string = std::to_string(major) + "." + std::to_string(minor) + "." + std::to_string(revision);
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