SortAttributes()
: renderItem( NULL ),
shader( NULL ),
- textureResourceId( Integration::InvalidResourceId ),
+ textureSet( NULL ),
geometry( NULL ),
zValue( 0.0f )
{
RenderItem* renderItem; ///< The render item that is being sorted (includes depth index)
const Shader* shader; ///< The shader instance
- Integration::ResourceId textureResourceId; ///< The first texture resource ID of the texture set instance, is InvalidResourceId if the texture set doesn't have any textures
+ const void* textureSet; ///< The textureSet instance
const Render::Geometry* geometry; ///< The geometry instance
float zValue; ///< The Z value of the given renderer (either distance from camera, or a custom calculated value)
};