Hi, I am working on the UE4 rendering pipeline. In that context, I was making a call to ComputeViewVisibility()
(found in line SceneVisibility.cpp file) function from deferred shading Render()
call. I am aware that there’s an initViews()
call from Render()
function which basically computes the visibility from the current viewpoint. Everything runs fine, but when I add another call to ComputeViewVisibility()
function just after the initViews()
call, the scene goes dark. I’ve attached an image for your reference. Am I doing something wrong or is this expected to happen ? Thanks.