RESEND_STENCIL_OPERATION_ON_FAIL = 1 << 16,
RESEND_STENCIL_OPERATION_ON_Z_FAIL = 1 << 17,
RESEND_STENCIL_OPERATION_ON_Z_PASS = 1 << 18,
- RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19,
- RESEND_BATCHING_MODE = 1 << 20,
+ RESEND_WRITE_TO_COLOR_BUFFER = 1 << 19
};
} // Anonymous namespace
mResourcesReady( false ),
mFinishedResourceAcquisition( false ),
mPremultipledAlphaEnabled( false ),
- mBatchingEnabled( false ),
mDepthIndex( 0 )
{
mUniformMapChanged[0] = false;
new (slot) DerivedType( mRenderer, &Render::Renderer::SetWriteToColorBuffer, mWriteToColorBuffer );
}
- if( mResendFlag & RESEND_BATCHING_MODE )
- {
- typedef MessageValue1< Render::Renderer, bool > DerivedType;
- unsigned int* slot = mSceneController->GetRenderQueue().ReserveMessageSlot( updateBufferIndex, sizeof( DerivedType ) );
- new (slot) DerivedType( mRenderer, &Render::Renderer::SetBatchingEnabled, mBatchingEnabled );
- }
-
mResendFlag = 0;
}
}
mResendFlag |= RESEND_WRITE_TO_COLOR_BUFFER;
}
-void Renderer::SetBatchingEnabled( bool batchingEnabled )
-{
- mBatchingEnabled = batchingEnabled;
- mResendFlag |= RESEND_BATCHING_MODE;
-}
-
//Called when SceneGraph::Renderer is added to update manager ( that happens when an "event-thread renderer" is created )
void Renderer::ConnectToSceneGraph( SceneController& sceneController, BufferIndex bufferIndex )
{