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