Organized render passes, in preparation for transparency pass and point light flares

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4061
This commit is contained in:
kearwood
2012-06-14 19:33:17 +00:00
parent 9dfc7d93f9
commit f9cf9b7ffe
20 changed files with 95 additions and 63 deletions

View File

@@ -25,7 +25,7 @@ public:
#if TARGET_OS_IPHONE
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, int gBufferPass);
virtual void render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass);
#endif
private: