Fix sort order usage in multi-pass drawing of the Mesh

This commit is contained in:
Wojtek Figat
2023-01-28 01:31:07 +01:00
parent adfe3ad165
commit 87549a3e6c
3 changed files with 2 additions and 4 deletions

View File

@@ -575,7 +575,7 @@ void Mesh::Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& in
const auto shadowsMode = entry.ShadowsMode & slot.ShadowsMode;
const auto drawModes = info.DrawModes & material->GetDrawModes();
if (drawModes != DrawPass::None)
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, info.Flags, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals);
renderContextBatch.GetMainContext().List->AddDrawCall(renderContextBatch, drawModes, info.Flags, shadowsMode, info.Bounds, drawCall, entry.ReceiveDecals, info.SortOrder);
}
bool Mesh::DownloadDataGPU(MeshBufferType type, BytesContainer& result) const