|
|
|
|
|
|
InterlockedAdd(g_LayeredSingleIdxBuffer[0], (uint) iSpaceAvail, start); // alloc list memory |
|
|
|
} |
|
|
|
|
|
|
|
// All our cull data are in the same list, but at render time envLights are separated so we need to shit the index |
|
|
|
// All our cull data are in the same list, but at render time envLights are separated so we need to shift the index |
|
|
|
// to make it work correctly |
|
|
|
int shiftIndex[LIGHTCATEGORY_COUNT]; |
|
|
|
ZERO_INITIALIZE_ARRAY(int, shiftIndex, LIGHTCATEGORY_COUNT); |
|
|
|