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Rename renderLights to renderItems
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parent
7fd20bb036
commit
7f3e102b5e
4 changed files with 6 additions and 6 deletions
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@ -391,7 +391,7 @@ void DrawBackgroundDeferred::run(const SceneContextPointer& sceneContext, const
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batch.setProjectionTransform(projMat);
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batch.setViewTransform(viewMat);
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renderLights(sceneContext, renderContext, inItems);
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renderItems(sceneContext, renderContext, inItems);
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});
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args->_batch = nullptr;
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}
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@ -62,14 +62,14 @@ void RenderShadowMap::run(const render::SceneContextPointer& sceneContext, const
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if (items.first.isSkinned()) {
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skinnedShapeKeys.push_back(items.first);
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} else {
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renderLights(sceneContext, renderContext, items.second);
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renderItems(sceneContext, renderContext, items.second);
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}
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}
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args->_pipeline = shadowSkinnedPipeline;
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batch.setPipeline(shadowSkinnedPipeline->pipeline);
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for (const auto& key : skinnedShapeKeys) {
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renderLights(sceneContext, renderContext, inShapes.at(key));
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renderItems(sceneContext, renderContext, inShapes.at(key));
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}
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args->_pipeline = nullptr;
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@ -124,7 +124,7 @@ void render::depthSortItems(const SceneContextPointer& sceneContext, const Rende
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}
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}
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void render::renderLights(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
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void render::renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems) {
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auto& scene = sceneContext->_scene;
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RenderArgs* args = renderContext->getArgs();
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@ -209,7 +209,7 @@ void DrawLight::run(const SceneContextPointer& sceneContext, const RenderContext
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gpu::doInBatch(args->_context, [&](gpu::Batch& batch) {
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args->_batch = &batch;
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renderLights(sceneContext, renderContext, culledItems);
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renderItems(sceneContext, renderContext, culledItems);
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args->_batch = nullptr;
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});
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}
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@ -21,7 +21,7 @@ namespace render {
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void cullItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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void depthSortItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, bool frontToBack, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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void renderLights(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
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void renderItems(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems);
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void renderShapes(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ShapePlumberPointer& shapeContext, const ItemIDsBounds& inItems, int maxDrawnItems = -1);
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class FetchItems {
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