- the material descriptor set must be bound again if the pipeline changes and the new shader uses more textures than the old one
This commit is contained in:
parent
b62d5784af
commit
7b3350ae1e
2 changed files with 4 additions and 6 deletions
|
|
@ -627,6 +627,8 @@ void VkRenderState::BeginRenderPass(const VkRenderPassKey &key, VulkanCommandBuf
|
|||
beginInfo.addClearDepthStencil(1.0f, 0);
|
||||
cmdbuffer->beginRenderPass(beginInfo);
|
||||
cmdbuffer->bindPipeline(VK_PIPELINE_BIND_POINT_GRAPHICS, passSetup->Pipeline.get());
|
||||
|
||||
mMaterial.mChanged = true;
|
||||
}
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue