Fix bug using renderPassBegin instead of renderPassContinue when continuing raytracing into the same texture

This commit is contained in:
Magnus Norddahl 2023-09-18 00:44:43 +02:00
parent bbd246bdc9
commit 9b364fb015

View file

@ -173,7 +173,7 @@ void GPURaytracer::RenderAtlasImage(size_t pageIndex)
// Begin without clear
RenderPassBegin()
.RenderPass(raytrace.renderPassBegin.get())
.RenderPass(raytrace.renderPassContinue.get())
.RenderArea(0, 0, atlasImageSize, atlasImageSize)
.Framebuffer(img.raytrace.Framebuffer.get())
.Execute(cmdbuffer.get());