Refactor draw calls drawing to use single objects buffer and better materials batching
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@@ -382,7 +382,7 @@ void Mesh::Render(GPUContext* context) const
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context->BindVB(ToSpan((GPUBuffer**)_vertexBuffers, 3));
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context->BindIB(_indexBuffer);
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context->DrawIndexedInstanced(_triangles * 3, 1, 0, 0, 0);
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context->DrawIndexed(_triangles * 3);
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}
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void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, DrawPass drawModes, float perInstanceRandom, int8 sortOrder) const
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