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: 0b7e82d78d15e8b5e128f1856df3b28e6d7aaa44 [formerly 828c211f472b1fd2c839a0436ce43b4189a9f50a] [formerly 2e56582c87a8e2b0949ee946319655792e925f4a [formerly e6626b101b2c29f10e0025325a29463807504b3c]]
Former-commit-id: 0cabdfb1e5e38c21e11407d19b8543578f0aa260 [formerly 91fbd0ab2fb10de6802962ec9e6e5819f0391b94]
Former-commit-id: dc3fff253a97c2e78ce9c3500c81f66788e3480f
This commit is contained in:
Lynix
2016-08-05 22:09:39 +02:00
parent d4d3a64b77
commit a7ce82c2c9
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));
}