From 9b364fb015724856492853348c113e26b9e806cc Mon Sep 17 00:00:00 2001 From: Magnus Norddahl Date: Mon, 18 Sep 2023 00:44:43 +0200 Subject: [PATCH] Fix bug using renderPassBegin instead of renderPassContinue when continuing raytracing into the same texture --- src/lightmap/gpuraytracer.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/lightmap/gpuraytracer.cpp b/src/lightmap/gpuraytracer.cpp index 281866f..9c7d337 100644 --- a/src/lightmap/gpuraytracer.cpp +++ b/src/lightmap/gpuraytracer.cpp @@ -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());