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- Removing DrawRenderState from GetShaderBindings since it's not used anymore. - Adding version of FMeshDrawShaderBindings::GetSingleShaderBindings that doesn't need an unused argument. - Deprecating Compute and RayTracing shaders on TMeshProcessorShaders; these were only added to mimic the graphics passes but that's overkill. - Changing a few pass-by-value arguments to pass-by-reference to avoid extra reference counted pointer copies. - Moved the copy-pasted compute mesh pass code into UE::MeshPassUtils::SetupComputeBindings. #rb Kenzo.Terelst, Laura.Hermanns, Yuriy.ODonnell [CL 30812160 by christopher waters in ue5-main branch]
24 KiB
24 KiB