From 37197a38404bffc446c54e7e2846fe127a2f1212 Mon Sep 17 00:00:00 2001 From: Lynix Date: Tue, 18 Mar 2014 19:53:00 +0100 Subject: [PATCH] Fixed sprite rendering in Deferred Shading Temporary fix: In the future Deferred Shading shall work with some sprites Former-commit-id: 4c39ddf1b09511ee411713943d97cf807ee8f52d --- src/Nazara/Graphics/DeferredRenderQueue.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/src/Nazara/Graphics/DeferredRenderQueue.cpp b/src/Nazara/Graphics/DeferredRenderQueue.cpp index 200555a00..c2cfc5bed 100644 --- a/src/Nazara/Graphics/DeferredRenderQueue.cpp +++ b/src/Nazara/Graphics/DeferredRenderQueue.cpp @@ -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)