Changed the structure of how RenderJobs are handled

This commit is contained in:
viktorljung
2016-01-11 17:01:17 +01:00
parent b8db80bc40
commit 3feee7fd35
7 changed files with 121 additions and 141 deletions
+1 -2
View File
@@ -32,9 +32,8 @@ void DrawScenePass::Draw(RenderFrame& rf)
DrawScenePassState state;
for (auto scene : rf.RenderScenes) {
scene->Forward.Jobs.sort(DrawScenePass::DepthSort);
for (auto &job : scene->Forward) {
for (auto &job : scene->ForwardJobs) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
if (modelJob) {
GLuint ShaderHandle = m_BasicForwardProgram->GetHandle();