Change RenderTranslucentPass to be a singleton

This commit is contained in:
Magnus Norddahl 2017-01-26 08:36:28 +01:00
commit 34f85569b4
8 changed files with 31 additions and 20 deletions

View file

@ -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)