Refactor SortOrder to use int8 instead of int16 due to performance reasons (more efficent sort keys packing in rendering)
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@@ -385,7 +385,7 @@ void Mesh::Render(GPUContext* context) const
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context->DrawIndexedInstanced(_triangles * 3, 1, 0, 0, 0);
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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, int16 sortOrder) const
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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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{
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if (!material || !material->IsSurface() || !IsInitialized())
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return;
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