void Graphics::Update(float dt) { recompile_timer_ += dt; if(recompile_timer_ > 2.0f) { RecompileShaders(); recompile_timer_ = 0.0f; } particle_manager_->Update(dt); camera_->Orient(); Render(); Input* input = (Input*) Engine::GetCore()->GetSystem(ST_Input); InputHandler* handler = input->GetHandler(); if(handler->Check("UIToggle")) { draw_ui_ = !draw_ui_; } }
void LightPathtracer::SetScene(std::shared_ptr<Scene> _scene) { RecompileShaders(_scene->GetBvhTypeDefineString()); }