mDepthWriteMode( depthWriteMode ),
mDepthTestMode( depthTestMode ),
mUpdateAttributesLocation( true ),
- mPremultipledAlphaEnabled( preMultipliedAlphaEnabled ),
- mBatchingEnabled( false )
+ mPremultipledAlphaEnabled( preMultipliedAlphaEnabled )
{
if( blendingBitmask != 0u )
{
return mStencilParameters.stencilOperationOnZPass;
}
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
-{
- mBatchingEnabled = batchingEnabled;
-}
-
void Renderer::Render( Context& context,
SceneGraph::TextureCache& textureCache,
BufferIndex bufferIndex,
const Matrix& viewMatrix,
const Matrix& projectionMatrix,
const Vector3& size,
- Render::Geometry* externalGeometry,
bool blend )
{
// Get the program to use:
}
SetUniforms( bufferIndex, node, size, *program );
- Render::Geometry* geometry = externalGeometry ? externalGeometry : mGeometry;
- if( mUpdateAttributesLocation || geometry->AttributesChanged() )
+ if( mUpdateAttributesLocation || mGeometry->AttributesChanged() )
{
- geometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
+ mGeometry->GetAttributeLocationFromProgram( mAttributesLocation, *program, bufferIndex );
mUpdateAttributesLocation = false;
}
- geometry->UploadAndDraw( context, bufferIndex, mAttributesLocation, mIndexedDrawFirstElement, mIndexedDrawElementsCount );
+ mGeometry->UploadAndDraw( context,
+ bufferIndex,
+ mAttributesLocation,
+ mIndexedDrawFirstElement,
+ mIndexedDrawElementsCount );
}
}
-void Renderer::SetSortAttributes( BufferIndex bufferIndex, SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
+void Renderer::SetSortAttributes( BufferIndex bufferIndex,
+ SceneGraph::RenderInstructionProcessor::SortAttributes& sortAttributes ) const
{
sortAttributes.shader = &( mRenderDataProvider->GetShader() );
sortAttributes.geometry = mGeometry;