Graphics: Add initial support for transparency
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@@ -42,7 +42,7 @@ namespace Nz
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RenderIndices& indices = pair.second;
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if (indices.count > 0)
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance.GetShaderBinding()));
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elements.emplace_back(std::make_unique<RenderSpriteChain>(0, renderPipeline, vertexDeclaration, key.texture->shared_from_this(), indices.count, &m_vertices[indices.first * 4], materialPass->GetShaderBinding(), worldInstance, materialPass->GetFlags()));
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}
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}
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