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Hi, I just noticed that the dynamic drawing path seems not to be working properly. I can see the mesh, but when I try to update it with new vertex data, it simply just stays the same. It is different case with static rendering path. For static it works fine.
Again, with static rendering path everything works fine. Are there any additional steps needed to get dynamic rendering path to work? Is it supported with LODs?
Thank you.
The text was updated successfully, but these errors were encountered:
Hi, I just noticed that the dynamic drawing path seems not to be working properly. I can see the mesh, but when I try to update it with new vertex data, it simply just stays the same. It is different case with static rendering path. For static it works fine.
Code example:
1) in URealtimeMeshSimple override class:
GetMesh()->InitializeLODs(inUpdateContext, inLods);
for (int LOD = 0; LOD < m_LODStreams->NumLODs(); LOD++)
{
const FRealtimeMeshSectionGroupKey LODKey = FRealtimeMeshSectionGroupKey::Create(LOD, 0);
CreateSectionGroup(LODKey, *m_LODStreams->GetLOD(LOD)->Get(), FRealtimeMeshSectionGroupConfig(ERealtimeMeshSectionDrawType::Dynamic));
}
2) Update case (this actually does not work after creation of dynamic draw type meshes)
for (int lod = 0; lod < inLODStreams.NumLODs(); lod++)
{
const FRealtimeMeshSectionGroupKey LODKey = FRealtimeMeshSectionGroupKey::Create(lod, 0);
UpdateSectionGroup(LODKey, *inLODStreams.GetLOD(lod)->Get());
}
Again, with static rendering path everything works fine. Are there any additional steps needed to get dynamic rendering path to work? Is it supported with LODs?
Thank you.
The text was updated successfully, but these errors were encountered: