Refactor scene rendering to use batched culling for main view and shadow projections
This commit is contained in:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user