fix(render): clip weather particles to walk views

This commit is contained in:
Erik 2026-08-31 05:01:00 +02:00
parent 837a33baff
commit cd08cd2ae8
2 changed files with 5 additions and 3 deletions

View file

@ -208,7 +208,8 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
ICamera camera, ICamera camera,
Vector3 cameraWorldPos, Vector3 cameraWorldPos,
ParticleRenderPass renderPass = ParticleRenderPass.Scene, ParticleRenderPass renderPass = ParticleRenderPass.Scene,
Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null) Func<AcDream.Core.Vfx.ParticleEmitter, bool>? emitterFilter = null,
uint clipSlot = 0)
{ {
if (camera is null) if (camera is null)
return; return;
@ -223,7 +224,7 @@ public sealed unsafe partial class ParticleRenderer : IDisposable
cameraUp, cameraUp,
emitterFilter, emitterFilter,
scopedEmitters: null, scopedEmitters: null,
clipSlot: 0); clipSlot);
FinishDraw(camera, renderPass); FinishDraw(camera, renderPass);
} }

View file

@ -458,7 +458,8 @@ internal sealed partial class RetailPViewPassExecutor :
_particleRenderer.Draw( _particleRenderer.Draw(
frame.Camera, frame.Camera,
frame.CameraWorldPosition, frame.CameraWorldPosition,
ParticleRenderPass.SkyPostScene); ParticleRenderPass.SkyPostScene,
clipSlot: checked((uint)slice.Slot));
} }
} }
else else