Vulkan refactoring - passing VkCommandBuffer down through node render functions
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@@ -44,7 +44,7 @@ public:
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virtual AABB getBounds() = 0;
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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;
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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;
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protected:
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KRParticleSystem(KRScene &scene, std::string name);
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