Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -119,11 +119,11 @@ int KRDirectionalLight::configureShadowBufferViewports(const KRViewport &viewpor
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return 1;
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}
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void KRDirectionalLight::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 KRDirectionalLight::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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if(m_lod_visible <= LOD_VISIBILITY_PRESTREAM) return;
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KRLight::render(pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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KRLight::render(commandBuffer, pCamera, point_lights, directional_lights, spot_lights, viewport, renderPass);
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if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
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// Lights are rendered on the second pass of the deferred renderer
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