Impl( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
LockedResourceQueue& textureUploadedQ,
- TextureUploadedDispatcher& postProcessDispatcher,
- GeometryBatcher& geometryBatcher )
+ TextureUploadedDispatcher& postProcessDispatcher )
: context( glAbstraction ),
glSyncAbstraction( glSyncAbstraction ),
renderQueue(),
renderersAdded( false ),
firstRenderCompleted( false ),
defaultShader( NULL ),
- programController( glAbstraction ),
- geometryBatcher( geometryBatcher )
+ programController( glAbstraction )
{
}
bool firstRenderCompleted; ///< False until the first render is done
Shader* defaultShader; ///< Default shader to use
ProgramController programController; ///< Owner of the GL programs
-
- SceneGraph::GeometryBatcher& geometryBatcher; ///< Instance of geometry batcher
};
RenderManager* RenderManager::New( Integration::GlAbstraction& glAbstraction,
Integration::GlSyncAbstraction& glSyncAbstraction,
- SceneGraph::GeometryBatcher& geometryBatcher,
LockedResourceQueue& textureUploadedQ )
{
RenderManager* manager = new RenderManager;
- manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager, geometryBatcher );
+ manager->mImpl = new Impl( glAbstraction, glSyncAbstraction, textureUploadedQ, *manager );
return manager;
}
mImpl->context,
mImpl->textureCache,
defaultShader,
- mImpl->geometryBatcher,
mImpl->renderBufferIndex );
if(instruction.mOffscreenTextureId != 0)