KRRenderPass now keeps RenderPassInfo after initialization.
KRRenderPass now accepts clear color at initialization, no longer requiring to pass it on every instantiation.
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@@ -204,6 +204,7 @@ KrResult KRSurface::createSwapChain()
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info.clearDepth = true;
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info.keepDepth = false;
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info.finalPass = false;
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info.clearColorValue = Vector4::Zero();
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m_forwardOpaquePass->create(*device, selectedSurfaceFormat.format, depthImageFormat, info);
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info.clearColor = true;
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@@ -332,6 +333,6 @@ void KRSurface::endFrame()
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void KRSurface::renderBlackFrame(VkCommandBuffer &commandBuffer)
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{
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m_blackFramePass->begin(commandBuffer, *this, Vector4::Create(0.0f, 0.0f, 0.0f, 1.0f));
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m_blackFramePass->begin(commandBuffer, *this);
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m_blackFramePass->end(commandBuffer);
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}
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