Added sprite overlay rendering
Former-commit-id: 1e25a7d85f06f4a4bc3ed0ead76df01db440671d
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@@ -103,7 +103,7 @@ void NzDeferredRenderQueue::AddMesh(const NzMaterial* material, const NzMeshData
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}
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}
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void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount)
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void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVertexStruct_XYZ_Color_UV* vertices, unsigned int spriteCount, const NzTexture* overlay)
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{
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/*NzMaterial* material = sprite->GetMaterial();
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if (!material->IsLightingEnabled() || material->IsEnabled(nzRendererParameter_Blend))
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@@ -111,7 +111,7 @@ void NzDeferredRenderQueue::AddSprites(const NzMaterial* material, const NzVerte
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else
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sprites[material].push_back(sprite);*/
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m_forwardQueue->AddSprites(material, vertices, spriteCount);
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m_forwardQueue->AddSprites(material, vertices, spriteCount, overlay);
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}
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void NzDeferredRenderQueue::Clear(bool fully)
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