editor: renderpath switching fix with multiple scenes

This commit is contained in:
Turánszki János
2022-07-15 14:32:58 +02:00
parent 018a949cb4
commit 6b13ec2590
+8 -4
View File
@@ -96,6 +96,10 @@ void EditorComponent::ChangeRenderPath(RENDERPATH path)
{
NewScene();
}
else
{
SetCurrentScene(current_scene);
}
renderPath->resolutionScale = resolutionScale;
renderPath->setBloomThreshold(3.0f);
@@ -351,16 +355,16 @@ void EditorComponent::ResizeLayout()
renderPathComboBox.SetPos(XMFLOAT2(screenW - 140, 45));
sceneComboBox.SetSize(XMFLOAT2(120, 18));
sceneComboBox.SetPos(XMFLOAT2(screenW - 140, 70));
sceneComboBox.SetPos(XMFLOAT2(screenW - 140, 67));
saveModeComboBox.SetSize(XMFLOAT2(120, 18));
saveModeComboBox.SetPos(XMFLOAT2(screenW - 140, 95));
saveModeComboBox.SetPos(XMFLOAT2(screenW - 140, 89));
pathTraceTargetSlider.SetSize(XMFLOAT2(200, 18));
pathTraceTargetSlider.SetPos(XMFLOAT2(screenW - 240, 100));
pathTraceTargetSlider.SetPos(XMFLOAT2(screenW - 240, 111));
pathTraceStatisticsLabel.SetSize(XMFLOAT2(240, 60));
pathTraceStatisticsLabel.SetPos(XMFLOAT2(screenW - 240, 125));
pathTraceStatisticsLabel.SetPos(XMFLOAT2(screenW - 240, 133));
entityTree.SetSize(XMFLOAT2(260, 300));
entityTree.SetPos(XMFLOAT2(0, screenH - entityTree.scale_local.y));