Fixed a bugg with RenderState.

Renderstate now also handles the Frambuffer binding.
This commit is contained in:
Tleety
2015-12-11 16:07:12 +01:00
parent 433331e752
commit 53d5736420
10 changed files with 100 additions and 63 deletions
+3 -2
View File
@@ -10,7 +10,6 @@ DrawScenePass::DrawScenePass(IRenderer* renderer)
void DrawScenePass::InitializeTextures()
{
m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
}
void DrawScenePass::InitializeShaderPrograms()
@@ -24,10 +23,12 @@ void DrawScenePass::InitializeShaderPrograms()
void DrawScenePass::Draw(RenderQueueCollection& rq)
{
glBindFramebuffer(GL_FRAMEBUFFER, 0);
//glBindFramebuffer(GL_FRAMEBUFFER, 0);
GLERROR("Renderer::Draw PickingPass");
DrawScenePassState state;
//TODO: Render: Add code for more jobs than modeljobs.
for (auto &job : rq.Forward) {
auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);