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{ |
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newFrame = m_FrameCount != c; |
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if (newFrame) m_FrameCount = c; |
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m_FrameCount = c; |
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newFrame = ((t - m_CurrentTime) * 1000.0f) > 16.6; |
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newFrame = (t - m_CurrentTime) > 0.0166f; |
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if (newFrame) m_FrameCount++; |
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} |
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// This call overwrites camera properties passed to the shader system.
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m_LightLoop.RenderShadows(renderContext, cmd, m_CullResults); |
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// Overwrite camera properties set during the shader pass with the original camera properties.
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// Overwrite camera properties set during the shadow pass with the original camera properties.
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renderContext.SetupCameraProperties(camera, m_FrameSettings.enableStereo); |
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hdCamera.SetupGlobalParams(cmd, m_CurrentTime, m_PreviousTime); |
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if (m_FrameSettings.enableStereo) hdCamera.SetupGlobalStereoParams(cmd); |
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