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

@@ -152,11 +152,11 @@ KRNode *KRNode::LoadXML(tinyxml2::XMLElement *e) {
#if TARGET_OS_IPHONE
void KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, bool bRenderShadowMap, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, int gBufferPass) {
void KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
for(std::vector<KRNode *>::iterator itr=m_childNodes.begin(); itr < m_childNodes.end(); ++itr) {
KRNode *child = (*itr);
child->render(pCamera, pContext, frustrumVolume, bRenderShadowMap, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, gBufferPass);
child->render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
}
}