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_WRITE_TO_COLOR_BUFFER = 1 << 19,
+ RESEND_BATCHING_MODE = 1 << 20,
};
} // 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 )
{