Add SortOrder to drawable object types for transparency sorting override
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@@ -339,6 +339,11 @@ public:
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/// The forced LOD to use. Value -1 disables this feature.
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/// </summary>
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char ForcedLOD;
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/// <summary>
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/// The object sorting key.
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/// </summary>
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int16 SortOrder;
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};
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/// <summary>
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@@ -357,7 +362,8 @@ public:
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/// <param name="receiveDecals">True if rendered geometry can receive decals, otherwise false.</param>
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/// <param name="drawModes">The draw passes to use for rendering this object.</param>
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/// <param name="perInstanceRandom">The random per-instance value (normalized to range 0-1).</param>
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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) const;
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/// <param name="sortOrder">Object sorting key.</param>
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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;
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/// <summary>
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/// Draws the mesh.
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