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Set totalDrawSurfs correctly
1 parent 724703a commit eabcd3d

1 file changed

Lines changed: 3 additions & 3 deletions

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src/engine/renderer/Material.cpp

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -521,6 +521,8 @@ void MaterialSystem::GenerateWorldCommandBuffer( std::vector<MaterialSurface>& s
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Log::Debug( "Total batch count: %u", totalBatchCount );
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totalDrawSurfs = surfaces.size();
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surfaceDescriptorsCount = totalDrawSurfs;
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descriptorSize = BOUNDING_SPHERE_SIZE + maxStages;
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surfaceDescriptorsSSBO.BufferData( surfaceDescriptorsCount * descriptorSize, nullptr, GL_STATIC_DRAW );
@@ -685,7 +687,7 @@ void MaterialSystem::GenerateWorldCommandBuffer( std::vector<MaterialSurface>& s
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for ( MaterialPack& pack : materialPacks ) {
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totalCount += pack.materials.size();
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}
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Log::Notice( "Generated %u BSP materials from %u BSP surfaces", totalCount, surfaces.size() );
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Log::Notice( "Generated %u BSP materials from %u BSP surfaces", totalCount, totalDrawSurfs );
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Log::Notice( "Materials UBO: total: %.2f kb, dynamic: %.2f kb, texData: %.2f kb",
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totalStageSize * 4 / 1024.0f, dynamicStagesSize * 4 / 1024.0f,
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( texData.size() + dynamicTexData.size() ) * TEX_BUNDLE_SIZE * 4 / 1024.0f );
@@ -1326,8 +1328,6 @@ void MaterialSystem::ProcessStage( MaterialSurface* surface, shaderStage_t* pSta
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A material represents a distinct global OpenGL state (e. g. blend function, depth test, depth write etc.)
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Materials can have a dependency on other materials to make sure that consecutive stages are rendered in the proper order */
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void MaterialSystem::GenerateMaterial( MaterialSurface* surface ) {
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totalDrawSurfs++;
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uint32_t stage = 0;
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uint32_t previousMaterialID = 0;
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