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stutter fix: only perform fade transactions when depth == 0

HifiExperiments committed 2 years ago

Commit aaa92df1 parent 43e15c013 files · +43 −105Browse files

Showing the changes to libraries/render-utils/src/RenderShadowTask.cpp (1 of 13 files). Show all

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libraries/render-utils/src/RenderShadowTask.cpp+1−2
@@ -50,8 +50,7 @@ void RenderShadowTask::build(JobModel& task, const render::Varying& input, rende · 49 unmodified lines
50 static ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();50 static ShapePlumberPointer shapePlumber = std::make_shared<ShapePlumber>();
51 static std::once_flag once;51 static std::once_flag once;
52 std::call_once(once, [] {52 std::call_once(once, [] {
53 auto fadeEffect = DependencyManager::get<FadeEffect>();53 initZPassPipelines(*shapePlumber, std::make_shared<gpu::State>(), FadeEffect::getBatchSetter(), FadeEffect::getItemUniformSetter());
54 initZPassPipelines(*shapePlumber, std::make_shared<gpu::State>(), fadeEffect->getBatchSetter(), fadeEffect->getItemUniformSetter());
55 });54 });
56 55
57 const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);56 const auto setupOutput = task.addJob<RenderShadowSetup>("ShadowSetup", input);

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