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

@@ -389,7 +389,7 @@ void Level::CallBeginPlay(Actor* obj)
}
}
void Level::DrawActors(RenderContext& renderContext, byte category)
void Level::DrawActors(RenderContextBatch& renderContextBatch, byte category)
{
PROFILE_CPU();
@@ -398,7 +398,7 @@ void Level::DrawActors(RenderContext& renderContext, byte category)
for (Scene* scene : Scenes)
{
if (scene->IsActiveInHierarchy())
scene->Rendering.Draw(renderContext, (SceneRendering::DrawCategory)category);
scene->Rendering.Draw(renderContextBatch, (SceneRendering::DrawCategory)category);
}
}