Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -118,11 +118,11 @@ void KRAmbientZone::setZone(const std::string &zone)
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m_zone = zone;
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}
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void KRAmbientZone::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass)
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void KRAmbientZone::render(VkCommandBuffer& commandBuffer, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, KRNode::RenderPass renderPass)
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{
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if(m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return;
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KRNode::render(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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KRNode::render(commandBuffer, pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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bool bVisualize = pCamera->settings.debug_display == KRRenderSettings::KRENGINE_DEBUG_DISPLAY_SIREN_AMBIENT_ZONES;
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