Graphics/Shader: Make texture units statics
Provides better performances and prevents the sampler type bug to happen
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@@ -46,7 +46,7 @@ namespace Nz
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void DrawTransparentModels(const SceneData& sceneData, ForwardRenderQueue::Layer& layer) const;
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const ShaderUniforms* GetShaderUniforms(const Shader* shader) const;
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void OnShaderInvalidated(const Shader* shader) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int uniformOffset, UInt8 availableTextureUnit) const;
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void SendLightUniforms(const Shader* shader, const LightUniforms& uniforms, unsigned int index, unsigned int lightIndex, unsigned int uniformOffset) const;
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static float ComputeDirectionalLightScore(const Spheref& object, const AbstractRenderQueue::DirectionalLight& light);
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static float ComputePointLightScore(const Spheref& object, const AbstractRenderQueue::PointLight& light);
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