Refactor draw calls drawing to use single objects buffer and better materials batching

This commit is contained in:
Wojtek Figat
2024-07-02 00:52:22 +02:00
parent 78f3248ac9
commit 08ef7c93ea
35 changed files with 491 additions and 442 deletions

View File

@@ -382,7 +382,7 @@ void Mesh::Render(GPUContext* context) const
context->BindVB(ToSpan((GPUBuffer**)_vertexBuffers, 3));
context->BindIB(_indexBuffer);
context->DrawIndexedInstanced(_triangles * 3, 1, 0, 0, 0);
context->DrawIndexed(_triangles * 3);
}
void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, DrawPass drawModes, float perInstanceRandom, int8 sortOrder) const