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
This commit is contained in:
Lynix
2016-08-05 22:09:39 +02:00
parent 8fbe279a50
commit 87b5047b14
31 changed files with 2249 additions and 1422 deletions

View File

@@ -123,8 +123,7 @@ namespace Nz
inline void Sprite::SetDefaultMaterial()
{
MaterialRef material = Material::New();
material->Enable(RendererParameter_FaceCulling, false);
material->EnableLighting(false);
material->EnableFaceCulling(false);
SetMaterial(std::move(material));
}