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fix: always set buffer for shader reset #40

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4 changes: 2 additions & 2 deletions Shared/OitLinkedList.cs
Original file line number Diff line number Diff line change
Expand Up @@ -41,6 +41,8 @@ public void PreRender(CommandBuffer command)
}

//reset StartOffsetBuffer to zeros
oitComputeUtils.SetBuffer(clearStartOffsetBufferKernel, startOffsetBufferId, startOffsetBuffer);
oitComputeUtils.SetInt("screenWidth", screenWidth);
oitComputeUtils.Dispatch(clearStartOffsetBufferKernel, dispatchGroupSizeX, dispatchGroupSizeY, 1);

// set buffers for rendering
Expand Down Expand Up @@ -84,8 +86,6 @@ private void SetupGraphicsBuffers()
//create buffer for addresses, this is the head of the linked list
startOffsetBuffer = new ComputeBuffer(bufferSizeHead, bufferStrideHead, ComputeBufferType.Raw);

oitComputeUtils.SetBuffer(clearStartOffsetBufferKernel, startOffsetBufferId, startOffsetBuffer);
oitComputeUtils.SetInt("screenWidth", screenWidth);
dispatchGroupSizeX = Mathf.CeilToInt(screenWidth / 32.0f);
dispatchGroupSizeY = Mathf.CeilToInt(screenHeight / 32.0f);
}
Expand Down