Esempio n. 1
0
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);
    }
}
Esempio n. 2
0
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();

}