Fix sort order usage in multi-pass drawing of the Mesh
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@@ -575,7 +575,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
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const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
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const auto drawModes = info.DrawModes & material->GetDrawModes();
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if (drawModes != DrawPass::None)
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renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, info.Flags, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals);
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renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, info.Flags, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
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}
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bool Mesh::DownloadDataGPU(MeshBufferType type, BytesContainer& result) const
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@@ -637,7 +637,7 @@ void RenderList::SortDrawCalls(const RenderContext& renderContext, bool reverseD
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Sorting::QuickSort(list.Batches.Get(), list.Batches.Count());
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}
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bool CanUseInstancing(DrawPass pass)
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FORCE_INLINE bool CanUseInstancing(DrawPass pass)
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{
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return pass == DrawPass::GBuffer || pass == DrawPass::Depth;
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}
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@@ -871,9 +871,7 @@ ScriptingTypeHandle ManagedBinaryModule::FindType(MonoClass* klass)
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{
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int32 typeIndex;
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if (typeModule->ClassToTypeIndex.TryGet(klass, typeIndex))
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{
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return ScriptingTypeHandle(typeModule, typeIndex);
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}
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}
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return ScriptingTypeHandle();
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}
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