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MeshBatch : Added function to override to add shader to compute pass

TothBenoit 1 年之前
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共有 1 個文件被更改,包括 3 次插入0 次删除
  1. 3 0
      h3d/scene/MeshBatch.hx

+ 3 - 0
h3d/scene/MeshBatch.hx

@@ -525,6 +525,8 @@ class MeshBatch extends MultiMaterial {
 		flush(ctx);
 	}
 
+	function addComputeShaders( pass : h3d.mat.Pass ) {}
+
 	public function flush(ctx:RenderContext) {
 		var p = dataPasses;
 		var alloc = hxd.impl.Allocator.get();
@@ -603,6 +605,7 @@ class MeshBatch extends MultiMaterial {
 					computePass.addShader(computeShader);
 					computeShader.ENABLE_LOD = enableLOD;
 					computeShader.ENABLE_CULLING = enableGPUCulling;
+					addComputeShaders(computePass);
 					p.computePass = computePass;
 
 					var prim = @:privateAccess instanced.primitive;