void DirectxEngine::RenderSceneMap(const IScene& scene, float timer) { m_data->sceneTarget.SetActive(m_data->context); RenderTerrain(scene); RenderShadows(); RenderMeshes(scene); RenderWater(scene, timer); RenderEmitters(scene); }
void Scene::Render() const { Renderer::Instance().Clear(backr, backg, backb); Renderer::Instance().SetOrigin(GetCamera().GetX(), GetCamera().GetY()); if ( backgroundImg ) Renderer::Instance().DrawImage(backgroundImg, 0, 0); Renderer::Instance().SetOrigin(0, 0); RenderBackground(); Renderer::Instance().SetOrigin(GetCamera().GetX(), GetCamera().GetY()); RenderAfterBackground(); for ( int i = 0; i < LAYER_COUNT; i++ ) { RenderSprites((Layer)i); RenderEmitters((Layer)i); } }
void BlockParticleManager::RenderDebug() { RenderEmitters(); RenderEffects(); }