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remove extraneous debug log and initialize light buffer to null

/main
Filip Iliescu 8 年前
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93be9994
共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 4
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs

4
Assets/ScriptableRenderPipeline/MobileRenderPipeline/OnTileDeferredRenderPipeline.cs


private TextureCacheCubemap m_CubeCookieTexArray;
private TextureCacheCubemap m_CubeReflTexArray;
private static ComputeBuffer s_LightDataBuffer;
private static ComputeBuffer s_LightDataBuffer = null;
private static int s_GBufferAlbedo;
private static int s_GBufferSpecRough;

m_CookieTexArray.AllocTextureArray(8, m_TextureSettings.spotCookieSize, m_TextureSettings.spotCookieSize, TextureFormat.RGBA32, true);
m_CubeCookieTexArray.AllocTextureArray(4, m_TextureSettings.pointCookieSize, TextureFormat.RGBA32, true);
m_CubeReflTexArray.AllocTextureArray(64, m_TextureSettings.reflectionCubemapSize, TextureCache.GetPreferredHdrCompressedTextureFormat, true);
s_LightDataBuffer = new ComputeBuffer(k_MaxLights, System.Runtime.InteropServices.Marshal.SizeOf(typeof(SFiniteLightData)));
//shadows

// always a box for now
var cubemap = rl.texture;
if (cubemap == null) {
Debug.Log ("empty cubemap texture");
finalProbeCount--;
continue;
}

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