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fix: always set buffer for shader reset
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Shared/OitLinkedList.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -41,6 +41,8 @@ public void PreRender(CommandBuffer command)
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}
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//reset StartOffsetBuffer to zeros
44+
oitComputeUtils.SetBuffer(clearStartOffsetBufferKernel, startOffsetBufferId, startOffsetBuffer);
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oitComputeUtils.SetInt("screenWidth", screenWidth);
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oitComputeUtils.Dispatch(clearStartOffsetBufferKernel, dispatchGroupSizeX, dispatchGroupSizeY, 1);
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// set buffers for rendering
@@ -84,8 +86,6 @@ private void SetupGraphicsBuffers()
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//create buffer for addresses, this is the head of the linked list
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startOffsetBuffer = new ComputeBuffer(bufferSizeHead, bufferStrideHead, ComputeBufferType.Raw);
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87-
oitComputeUtils.SetBuffer(clearStartOffsetBufferKernel, startOffsetBufferId, startOffsetBuffer);
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oitComputeUtils.SetInt("screenWidth", screenWidth);
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dispatchGroupSizeX = Mathf.CeilToInt(screenWidth / 32.0f);
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dispatchGroupSizeY = Mathf.CeilToInt(screenHeight / 32.0f);
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}

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