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

@@ -385,7 +385,7 @@ void Mesh::Render(GPUContext* context) const
context->DrawIndexedInstanced(_triangles * 3, 1, 0, 0, 0);
}
void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, DrawPass drawModes, float perInstanceRandom, int16 sortOrder) const
void Mesh::Draw(const RenderContext& renderContext, MaterialBase* material, const Matrix& world, StaticFlags flags, bool receiveDecals, DrawPass drawModes, float perInstanceRandom, int8 sortOrder) const
{
if (!material || !material->IsSurface() || !IsInitialized())
return;