Graphics/Material: Fix depth sorting flag handling for meshes
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@@ -191,8 +191,8 @@ namespace Nz
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void DeferredRenderQueue::AddMesh(int renderOrder, const Material* material, const MeshData& meshData, const Boxf& meshAABB, const Matrix4f& transformMatrix)
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{
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if (material->IsBlendingEnabled())
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// One transparent material ? I don't like it, go see if I'm in the forward queue
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if (material->IsBlendingEnabled() || material->IsDepthSortingEnabled()) //< Fixme: Deferred Shading should be able to handle depth sorting
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// Deferred Shading cannot handle blended objects, put them in the forward list
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m_forwardQueue->AddMesh(renderOrder, material, meshData, meshAABB, transformMatrix);
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else
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{
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@@ -254,7 +254,7 @@ namespace Nz
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* \param overlay Texture of the sprites
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*/
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const Texture* overlay)
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void DeferredRenderQueue::AddSprites(int renderOrder, const Material* material, const VertexStruct_XYZ_Color_UV* vertices, std::size_t spriteCount, const Texture* overlay)
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{
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m_forwardQueue->AddSprites(renderOrder, material, vertices, spriteCount, overlay);
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}
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