Change RenderTranslucentPass to be a singleton
This commit is contained in:
parent
8b0304c1e3
commit
34f85569b4
8 changed files with 31 additions and 20 deletions
|
|
@ -178,7 +178,7 @@ namespace swrenderer
|
|||
vis->Light.SetColormap(r_SpriteVisibility / MAX(tz, MINZ), spriteshade, basecolormap, fullbright, invertcolormap, fadeToBlack);
|
||||
|
||||
VisibleSpriteList::Instance()->Push(vis);
|
||||
RenderTranslucentPass::DrewAVoxel = true;
|
||||
RenderTranslucentPass::Instance()->DrewAVoxel = true;
|
||||
}
|
||||
|
||||
void RenderVoxel::Render(short *cliptop, short *clipbottom, int minZ, int maxZ)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue