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re-order render group loop... boop

testing
cinnaboot 6 years ago
parent
commit
e828f2fc05
  1. 8
      src/renderer.cpp

8
src/renderer.cpp

@ -129,22 +129,24 @@ renRenderFrame(render_state* rs)
rs->clear_col.A); rs->clear_col.A);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
// TODO: need a nicer way to loop over entities and render_objects
// eg) entDraw()
for (uint i = 0; i < rs->render_group_count; i++) { for (uint i = 0; i < rs->render_group_count; i++) {
render_group& rg = rs->render_groups[i]; render_group& rg = rs->render_groups[i];
if (rg.shader.type == SIMPLE_SHADER) {
for (uint j = 0; j < rg.entity_count; j++) { for (uint j = 0; j < rg.entity_count; j++) {
entity& e = rg.entities[j]; entity& e = rg.entities[j];
if (rg.shader.type == SIMPLE_SHADER) {
roDrawSimple(e.simple_ro, roDrawSimple(e.simple_ro,
rs->cam, rs->cam,
*rg.shader.simple_shader, *rg.shader.simple_shader,
e.draw_mode); e.draw_mode);
} }
}
if (rg.shader.type == DEFAULT_SHADER) { if (rg.shader.type == DEFAULT_SHADER) {
for (uint j = 0; j < rg.entity_count; j++) {
entity& e = rg.entities[j];
for (uint k = 0; k < e.ro_count; k++) { for (uint k = 0; k < e.ro_count; k++) {
roDraw(e.render_objs[k], roDraw(e.render_objs[k],
rs->cam, rs->cam,

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