void Renderer::cull(Scene *scene, Camera *camera, ShaderManager* shader_manager) { if (camera->owner_object() == 0 || camera->owner_object()->transform() == nullptr) { return; } cullFromCamera(scene, camera, shader_manager); // Note: this needs to be scaled to sort on N states state_sort(); if(do_batching && !gRenderer->isVulkanInstace()){ batch_manager->batchSetup(render_data_vector); } }
void Renderer::cull(Scene *scene, Camera *camera, ShaderManager* shader_manager) { if (camera->owner_object() == 0 || camera->owner_object()->transform() == nullptr) { return; } std::vector<SceneObject*> scene_objects; scene_objects.reserve(1024); // makeShadowMaps(scene, shader_manager); cullFromCamera(scene, camera, shader_manager, scene_objects); // Note: this needs to be scaled to sort on N states state_sort(); }