Refactor scene rendering to use batched culling for main view and shadow projections

This commit is contained in:
Wojtek Figat
2022-10-28 09:13:28 +02:00
parent e217d5e79b
commit eb52d333ae
44 changed files with 1064 additions and 514 deletions

View File

@@ -367,6 +367,14 @@ public:
/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
void Draw(const RenderContext& renderContext, const DrawInfo& info, float lodDitherFactor) const;
/// <summary>
/// Draws the mesh.
/// </summary>
/// <param name="renderContextBatch">The rendering context batch.</param>
/// <param name="info">The packed drawing info data.</param>
/// <param name="lodDitherFactor">The LOD transition dither factor.</param>
void Draw(const RenderContextBatch& renderContextBatch, const DrawInfo& info, float lodDitherFactor) const;
public:
// [MeshBase]
bool DownloadDataGPU(MeshBufferType type, BytesContainer& result) const override;