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Remove manual view cleanup
This is now handled by resetView() in Renderer::shutdown()
1 parent 840ca87 commit a25ff32

1 file changed

Lines changed: 0 additions & 5 deletions

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src/Renderer/ClusteredRenderer.cpp

Lines changed: 0 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -52,16 +52,11 @@ void ClusteredRenderer::onRender(float dt)
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};
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bgfx::setViewName(vClusterBuilding, "Cluster building pass (compute)");
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bgfx::setViewClear(vClusterBuilding, BGFX_CLEAR_NONE);
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// set u_viewRect for screen2Eye to work correctly
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bgfx::setViewRect(vClusterBuilding, 0, 0, width, height);
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// this could still be set from a different renderer, reset it (D3D12 cares and crashes)
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bgfx::setViewFrameBuffer(vClusterBuilding, BGFX_INVALID_HANDLE);
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bgfx::setViewName(vLightCulling, "Clustered light culling pass (compute)");
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bgfx::setViewClear(vLightCulling, BGFX_CLEAR_NONE);
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bgfx::setViewRect(vLightCulling, 0, 0, width, height);
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bgfx::setViewFrameBuffer(vLightCulling, BGFX_INVALID_HANDLE);
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bgfx::setViewName(vLighting, "Clustered lighting pass");
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bgfx::setViewClear(vLighting, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, clearColor, 1.0f, 0);

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