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
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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