Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -159,7 +159,7 @@ void KRModel::loadModel() {
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}
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}
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void KRModel::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 KRModel::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 && renderPass == KRNode::RENDER_PASS_PRESTREAM) {
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preStream(viewport);
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@@ -167,7 +167,7 @@ void KRModel::render(KRCamera *pCamera, std::vector<KRPointLight *> &point_light
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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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if(renderPass != KRNode::RENDER_PASS_DEFERRED_LIGHTS && renderPass != KRNode::RENDER_PASS_ADDITIVE_PARTICLES && renderPass != KRNode::RENDER_PASS_PARTICLE_OCCLUSION && renderPass != KRNode::RENDER_PASS_VOLUMETRIC_EFFECTS_ADDITIVE && renderPass != KRNode::RENDER_PASS_GENERATE_SHADOWMAPS && renderPass != KRNode::RENDER_PASS_PRESTREAM) {
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loadModel();
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