Graphics: Use memory pools for render elements

This commit is contained in:
SirLynix
2022-08-30 19:27:52 +02:00
parent 7949c57f16
commit 017a6c7af3
43 changed files with 528 additions and 133 deletions

View File

@@ -37,7 +37,7 @@ namespace Nz
m_sharedSkeletonDestroyConnection = registry.on_destroy<SharedSkeletonComponent>().connect<&RenderSystem::OnSharedSkeletonDestroy>(this);
m_skeletonDestroyConnection = registry.on_destroy<SkeletonComponent>().connect<&RenderSystem::OnSkeletonDestroy>(this);
m_pipeline = std::make_unique<ForwardFramePipeline>();
m_pipeline = std::make_unique<ForwardFramePipeline>(m_elementRegistry);
}
RenderSystem::~RenderSystem()
@@ -45,6 +45,7 @@ namespace Nz
m_cameraConstructObserver.disconnect();
m_graphicsConstructObserver.disconnect();
m_lightConstructObserver.disconnect();
m_pipeline.reset();
}
void RenderSystem::Update(float /*elapsedTime*/)