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

@@ -139,7 +139,7 @@ public:
/// <param name="drawModes">The draw passes to use for rendering this object.</param>
/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</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, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f, 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, DrawPass drawModes = DrawPass::Default, float perInstanceRandom = 0.0f, int8 sortOrder = 0) const
{
for (int32 i = 0; i < Meshes.Count(); i++)
Meshes.Get()[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom, sortOrder);