Graphics: Add initial support for transparency

This commit is contained in:
Jérôme Leclercq
2021-09-08 19:08:44 +02:00
parent c6763bc623
commit 72f2a5b531
12 changed files with 154 additions and 40 deletions

View File

@@ -45,7 +45,7 @@ namespace Nz
const auto& vertexBuffer = m_graphicalMesh->GetVertexBuffer(i);
const auto& renderPipeline = materialPass->GetPipeline()->GetRenderPipeline(submeshData.vertexBufferData);
elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance.GetShaderBinding(), materialPass->GetShaderBinding()));
elements.emplace_back(std::make_unique<RenderSubmesh>(0, renderPipeline, m_graphicalMesh->GetIndexCount(i), indexBuffer, vertexBuffer, worldInstance, materialPass->GetShaderBinding(), materialPass->GetFlags()));
}
}