fix texture mip flicker on instanced meshes, by reporting screen size per pass and never reporting 0#24
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…per pass and never reporting 0
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Pull request overview
Fixes texture-mip flicker on instanced meshes by ensuring texture LOD “usage” (screen size) is reported per render pass and that a screen size of 0 is never reported to materials (preventing spurious full-resolution mip requests when a pass culls a mesh).
Changes:
- Call
EveInstancedMeshManager::ReportUsedScreenSizes()immediately after instanced batch gathering in the main scene gather and in the reflection pass. - Update
ReportUsedScreenSizes()to skip reporting whenmaxScreenSizeis0, and avoid unnecessary mesh LOD lookups in that case.
Reviewed changes
Copilot reviewed 2 out of 2 changed files in this pull request and generated no comments.
| File | Description |
|---|---|
| trinity/Eve/EveSpaceScene.cpp | Reports instanced-mesh screen sizes right after batch generation for the primary gather and reflection pass, preventing later passes from affecting per-frame texture LOD requests. |
| trinity/Eve/EveInstancedMeshManager.cpp | Prevents reporting 0 screen sizes to materials and avoids extra work when nothing meaningful should be reported. |
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filipppavlov
approved these changes
Jul 10, 2026
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Fix texture-mip flicker on instanced meshes (PLAT-11597): report screen sizes per pass and never report 0. passes that culled a mesh were overwriting the frame's screen size, flapping the streamed mip at reflection-probe cadence.