Implement KRNode::RenderInfo
Use KRNode::RenderInfo to reduce render related argument counts and pass KRSurface through render functions. Refactor render functions to use KRNode::RenderInfo
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@@ -112,7 +112,7 @@ public:
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std::vector<std::vector<float> > bone_weights;
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} mesh_info;
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void render(VkCommandBuffer& commandBuffer, const std::string &object_name, KRCamera *pCamera, std::vector<KRPointLight *> &point_lights, std::vector<KRDirectionalLight *> &directional_lights, std::vector<KRSpotLight *>&spot_lights, const KRViewport &viewport, const Matrix4 &matModel, KRTexture *pLightMap, KRNode::RenderPass renderPass, const std::vector<KRBone *> &bones, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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void render(const KRNode::RenderInfo& ri, const std::string &object_name, const Matrix4 &matModel, KRTexture *pLightMap, const std::vector<KRBone *> &bones, const Vector3 &rim_color, float rim_power, float lod_coverage = 0.0f);
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std::string m_lodBaseName;
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