Files
UnrealEngineUWP/Engine/Source/Runtime/Renderer/Private/VirtualShadowMaps/VirtualShadowMapArray.cpp
ola olsson 986ce1d230 Move processing of nanite visibility query out to FShadowSceneRenderer and make it not depend on the number of visible lights being rendered.
- This prevents leaving queries unprocessed which hits a check in the cleanup code.
 - Also translate the local-light culling volumes to world space to prevent incorrect culling.
 - Prevent nanite visibility queries from being issued if BeginVisibilityFrame has not been called (prevents potential leak).
 - Skip storing ActiveEvents if not running async.

#rb rune.stubbe
#preflight 637b416b4004f73f622b3779

[CL 23218910 by ola olsson in ue5-main branch]
2022-11-21 05:56:43 -05:00

158 KiB