Kaynağa Gözat

Sky Sorting

-Change: ScatterSky is always drawn behind other sky objects (since it has sun and moon)
marauder2k7 3 yıl önce
ebeveyn
işleme
382ee60d86

+ 2 - 2
Engine/source/environment/scatterSky.cpp

@@ -651,7 +651,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
    ObjectRenderInst *ri = renderPass->allocInst<ObjectRenderInst>();
    ri->renderDelegate.bind( this, &ScatterSky::_render );
    ri->type = RenderPassManager::RIT_Sky;
-   ri->defaultKey = 10;
+   ri->defaultKey = 15;
    ri->defaultKey2 = 0;
    renderPass->addInst(ri);
 
@@ -700,7 +700,7 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
 	  moonRI->renderDelegate.bind( this, &ScatterSky::_renderMoon );
 	  moonRI->type = RenderPassManager::RIT_Sky;
       // Render after sky objects and before CloudLayer!
-	  moonRI->defaultKey = 5;
+	  moonRI->defaultKey = 10;
 	  moonRI->defaultKey2 = 0;
       renderPass->addInst(moonRI);
    }

+ 1 - 1
Engine/source/environment/skyBox.cpp

@@ -645,4 +645,4 @@ BaseMatInstance* SkyBox::_getMaterialInstance()
 DefineEngineMethod( SkyBox, postApply, void, (), , "")
 {
 	object->inspectPostApply();
-}
+}

+ 1 - 1
Engine/source/environment/skySphere.cpp

@@ -182,7 +182,7 @@ void SkySphere::prepRenderImage(SceneRenderState* state)
    ObjectRenderInst* ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
    ri->renderDelegate.bind(this, &SkySphere::_renderObject);
    ri->type = RenderPassManager::RIT_Sky;
-   ri->defaultKey = 10;
+   ri->defaultKey = 9;
    ri->defaultKey2 = 0;
    state->getRenderPass()->addInst(ri);
 }