This allows much more efficient batching, along with pipeline reusage and preparation for the Vulkan API Former-commit-id: fd2de2f0e9612ea275ee69c5578c68e7169cd05b [formerly 53bd8a5ed5695311b7543ad717df63f93fad2da6] [formerly 171740929652ac9fe30e84983709388859cedd6b [formerly 25096a76678f1052e76f67d26b458077a0632cc3]] Former-commit-id: 7978dbeb87af2eac9e5501a97afa83849648bf6e [formerly 81b6cce1ee81a2ca8873d3c70d468b2c71510c95] Former-commit-id: 6663e2721c3f79d5f1e3f33c6183174378b502f4
26 lines
718 B
C++
26 lines
718 B
C++
// Copyright (C) 2015 Jérôme Leclercq
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// This file is part of the "Nazara Engine - Graphics module"
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// For conditions of distribution and use, see copyright notice in Config.hpp
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#include <Nazara/Graphics/Debug.hpp>
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namespace Nz
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{
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/*!
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* \brief Checks whether the material is suitable to fit in the render queue
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* \return true If it is the case
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*
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* \param material Material to verify
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*/
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bool DepthRenderQueue::IsMaterialSuitable(const Material* material) const
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{
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NazaraAssert(material, "Invalid material");
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return material->HasDepthMaterial() || (material->IsDepthBufferEnabled() && material->IsDepthWriteEnabled() && material->IsShadowCastingEnabled());
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}
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}
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#include <Nazara/Graphics/DebugOff.hpp>
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