Make LevelMeshUpdater responsible for updating the tiles (playsim tells the mesh updater, the level mesh tells the tiles)
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6cf3cdb871
11 changed files with 45 additions and 117 deletions
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@ -58,8 +58,8 @@ void LightmapBuildCmdlet::OnCommand(FArgs args)
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uint32_t atlasPixelCount = level.levelMesh->AtlasPixelCount();
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auto stats = level.levelMesh->GatherTilePixelStats();
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Printf("Surfaces: %u (awaiting updates: %u static, %u dynamic)\n", stats.tiles.total, stats.tiles.dirty, stats.tiles.dirtyDynamic);
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Printf("Surface pixel area to update: %u static, %u dynamic\n", stats.pixels.dirty, stats.pixels.dirtyDynamic);
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Printf("Surfaces: %u (awaiting updates: %u)\n", stats.tiles.total, stats.tiles.dirty);
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Printf("Surface pixel area to update: %u\n", stats.pixels.dirty);
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Printf("Surface pixel area: %u\nAtlas pixel area: %u\n", stats.pixels.total, atlasPixelCount);
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Printf("Atlas efficiency: %.4f%%\n", float(stats.pixels.total) / float(atlasPixelCount) * 100.0f);
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@ -72,7 +72,7 @@ void LightmapBuildCmdlet::OnCommand(FArgs args)
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tiles.Clear();
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for (auto& e : level.levelMesh->Lightmap.Tiles)
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{
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if (e.NeedsUpdate && e.AlwaysUpdate == 0)
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if (e.NeedsUpdate)
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{
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tiles.Push(&e);
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if (tiles.Size() == 1001)
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