Vulkan refactoring - passing VkCommandBuffer down through node render functions

This commit is contained in:
2022-02-28 01:41:04 -08:00
parent 6a56c9ebfe
commit 0a18ddcbb3
29 changed files with 65 additions and 65 deletions

View File

@@ -44,7 +44,7 @@ public:
virtual AABB getBounds() = 0;
virtual 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) = 0;
virtual 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) = 0;
protected:
KRParticleSystem(KRScene &scene, std::string name);