Comments (1)
Whenever a LightNode is added, it isn't allocated into an array yet. To fix this, you modify a Light*, which points to m_temp at the start. When it's allocated, it modifies it directly into the light array. This does mean that every LightNode has a Light and Light*, but also means that there's no heap allocation. It is an intermediate that will only be used for initialization (aka before it receives an allocated light).
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Related Issues (20)
- Use uints when needed HOT 1
- Shadows out of sync HOT 1
- Switching frame graphs after resizing breaks. HOT 3
- Compute pipelines don't transition their render target.
- Multithreading causes issues when allocating from pools located in the render system
- Registry descriptors are missing the `m_` prefix
- Fallback AS crashes on removal of a model HOT 1
- frame_graph's FG_DEPS HOT 2
- m_skybox_changed variable in D3D12RenderSystem
- lerping where branching is better
- Build acceleration crashes when there's no instances left HOT 3
- Lower rendertask count for bloom
- Consider using linear depth buffer in RTAO
- Error logging in D3D12 functions HOT 4
- Wisp crashes if no imgui.ini file is present HOT 2
- Switching framegraph crash (Fallback Layer) HOT 2
- Scene changer always loads Sponza HOT 1
- Black frames
- Memory leaks HOT 9
- Constant emissive colors
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