Fixed sprite rendering in Deferred Shading
Temporary fix: In the future Deferred Shading shall work with some sprites Former-commit-id: 4c39ddf1b09511ee411713943d97cf807ee8f52d
This commit is contained in:
parent
970c0c8ef8
commit
37197a3840
|
|
@ -82,11 +82,13 @@ void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
|
|||
}
|
||||
#endif
|
||||
|
||||
NzMaterial* material = sprite->GetMaterial();
|
||||
if (material->IsEnabled(nzRendererParameter_Blend))
|
||||
/*NzMaterial* material = sprite->GetMaterial();
|
||||
if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
|
||||
m_forwardQueue->AddSprite(sprite);
|
||||
else
|
||||
sprites[material].push_back(sprite);
|
||||
sprites[material].push_back(sprite);*/
|
||||
|
||||
m_forwardQueue->AddSprite(sprite);
|
||||
}
|
||||
|
||||
void NzDeferredRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)
|
||||
|
|
|
|||
Loading…
Reference in New Issue