Add SortOrder to drawable object types for transparency sorting override
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@@ -124,9 +124,7 @@ public:
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FORCE_INLINE void Render(GPUContext* context)
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes.Get()[i].Render(context);
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}
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}
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/// <summary>
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@@ -139,12 +137,11 @@ 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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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes.Get()[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom);
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}
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Meshes.Get()[i].Draw(renderContext, material, world, flags, receiveDecals, drawModes, perInstanceRandom, sortOrder);
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}
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/// <summary>
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@@ -156,9 +153,7 @@ public:
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FORCE_INLINE void Draw(const RenderContext& renderContext, const Mesh::DrawInfo& info, float lodDitherFactor) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes.Get()[i].Draw(renderContext, info, lodDitherFactor);
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}
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}
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/// <summary>
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@@ -170,8 +165,6 @@ public:
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FORCE_INLINE void Draw(const RenderContextBatch& renderContextBatch, const Mesh::DrawInfo& info, float lodDitherFactor) const
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{
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for (int32 i = 0; i < Meshes.Count(); i++)
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{
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Meshes.Get()[i].Draw(renderContextBatch, info, lodDitherFactor);
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}
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}
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};
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