Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -51,7 +51,7 @@ public:
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virtual void loadXML(tinyxml2::XMLElement *e);
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virtual void physicsUpdate(float deltaTime);
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void 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 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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// ---- Audio Playback Controls ----
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