void Viewport::ToggleRenderPath() { if( _renderPath->GetType() == RPT_ForwardLighting ) SetRenderPath(RPT_DeferredShading); else if(_renderPath->GetType() == RPT_DeferredShading ) SetRenderPath(RPT_ForwardLighting); }
Viewport::Viewport(Context* context) : Object(context), rect_(IntRect::ZERO), drawDebug_(true) { SetRenderPath((RenderPath*)0); }
Viewport::Viewport(Context* context, Scene* scene, Camera* camera, const IntRect& rect, RenderPath* renderPath) : Object(context), scene_(scene), camera_(camera), rect_(rect), drawDebug_(true) { SetRenderPath(renderPath); }
Viewport::Viewport(Context* context, Scene* scene, Camera* camera, const IntRect& rect, RenderPath* renderPath) : // NOLINT(modernize-pass-by-value) Object(context), scene_(scene), camera_(camera), rect_(rect), drawDebug_(true) { SetRenderPath(renderPath); }