Bladeren bron

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

TothBenoit 1 jaar geleden
bovenliggende
commit
027f234242
1 gewijzigde bestanden met toevoegingen van 3 en 0 verwijderingen
  1. 3 0
      h3d/scene/MeshBatch.hx

+ 3 - 0
h3d/scene/MeshBatch.hx

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