Graphics: Separate pipeline state from Material into a new class, MaterialPipeline
This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: 4ed2f66567f7da6b6b6ee073e4d855b9a935000d [formerly b540f468fc700a16d5136d4dbb8632e23882fd3d] [formerly 37fff624ec65cc387130875410b6ea35c1a5bcfb [formerly ab9a88f514f46f6596499e285981fa6da588bb03]] Former-commit-id: a2e8859196c0f72b7d7ffd8764a887e6c8173743 [formerly c886cdade14769db243ff993a1741f6052a2eb2a] Former-commit-id: e1d02662fb1ac165c7e888380afee7601350060f
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@@ -84,6 +84,7 @@ namespace Nz
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mutable std::vector<LightIndex> m_lights;
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Buffer m_vertexBuffer;
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mutable ForwardRenderQueue m_renderQueue;
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Texture m_whiteTexture;
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VertexBuffer m_billboardPointBuffer;
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VertexBuffer m_spriteBuffer;
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unsigned int m_maxLightPassPerObject;
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