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Tiny simplification in render pass logic

This commit is contained in:
fgenesis 2022-06-09 02:32:19 +02:00
parent 4732d10d78
commit 72f2b44620
2 changed files with 4 additions and 3 deletions

View file

@ -560,9 +560,7 @@ void RenderObject::renderCall(const RenderState& rs) const
(*i)->render(rs); (*i)->render(rs);
} }
const int effectivePass = renderPass == RENDER_ALL ? rs.pass : renderPass; if (rs.pass == RENDER_ALL || rs.pass == renderPass)
if (rs.pass == RENDER_ALL || rs.pass == effectivePass)
{ {
if (texture) if (texture)
{ {

View file

@ -205,6 +205,9 @@ public:
void setOverrideCullRadius(float ovr); void setOverrideCullRadius(float ovr);
void setRenderPass(int pass) { renderPass = pass; } void setRenderPass(int pass) { renderPass = pass; }
int getRenderPass() const { return renderPass; } int getRenderPass() const { return renderPass; }
// TODO: remove this once the render loop is split into a per-pass object collection phase
// and an actual rendering phase
enum { RENDER_ALL=999 }; enum { RENDER_ALL=999 };
// Defined in RenderObject_inline.h // Defined in RenderObject_inline.h