Refactor SortOrder to use int8 instead of int16 due to performance reasons (more efficent sort keys packing in rendering)

This commit is contained in:
Wojtek Figat
2024-06-29 13:54:02 +02:00
parent 516ed3e9a0
commit 78f3248ac9
15 changed files with 51 additions and 49 deletions

View File

@@ -186,7 +186,7 @@ BoundingBox Model::GetBox(int32 lodIndex) const
return LODs[lodIndex].GetBox();
}
void Model::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, int16 sortOrder) const
void Model::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, int8 sortOrder) const
{
if (!CanBeRendered())
return;

View File

@@ -182,7 +182,7 @@ public:
/// <param name="flags">The object static flags.</param>
/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
/// <param name="sortOrder">Object sorting key.</param>
API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, int16 sortOrder = 0) const;
API_FUNCTION() void Draw(API_PARAM(Ref) const RenderContext& renderContext, MaterialBase* material, API_PARAM(Ref) const Matrix& world, StaticFlags flags = StaticFlags::None, bool receiveDecals = true, int8 sortOrder = 0) const;
/// <summary>
/// Draws the model.