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:
Lynix 2014-03-18 19:53:00 +01:00
parent 970c0c8ef8
commit 37197a3840
1 changed files with 5 additions and 3 deletions

View File

@ -82,11 +82,13 @@ void NzDeferredRenderQueue::AddSprite(const NzSprite* sprite)
} }
#endif #endif
NzMaterial* material = sprite->GetMaterial(); /*NzMaterial* material = sprite->GetMaterial();
if (material->IsEnabled(nzRendererParameter_Blend)) if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
m_forwardQueue->AddSprite(sprite); m_forwardQueue->AddSprite(sprite);
else 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) void NzDeferredRenderQueue::AddSubMesh(const NzMaterial* material, const NzSubMesh* subMesh, const NzMatrix4f& transformMatrix)