Added sprite overlay rendering

Former-commit-id: 1e25a7d85f06f4a4bc3ed0ead76df01db440671d
This commit is contained in:
Lynix
2015-01-07 19:27:15 +01:00
parent 6c4f8e7396
commit 9293022e71
14 changed files with 192 additions and 111 deletions

View File

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