Remove the submesh class as that caused more problems than it solved
This commit is contained in:
parent
d9c896a903
commit
7bc2ed5436
20 changed files with 836 additions and 994 deletions
|
|
@ -856,12 +856,9 @@ void VkRenderState::DrawLevelMeshSurfaces(bool noFragmentShader)
|
|||
ApplyLevelMesh();
|
||||
|
||||
auto mesh = fb->GetLevelMesh()->GetMesh();
|
||||
for (LevelSubmesh* submesh : { mesh->StaticMesh.get(), mesh->DynamicMesh.get() })
|
||||
for (LevelSubmeshDrawRange& range : mesh->DrawList)
|
||||
{
|
||||
for (LevelSubmeshDrawRange& range : submesh->DrawList)
|
||||
{
|
||||
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
|
||||
}
|
||||
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -870,12 +867,9 @@ void VkRenderState::DrawLevelMeshPortals(bool noFragmentShader)
|
|||
ApplyLevelMesh();
|
||||
|
||||
auto mesh = fb->GetLevelMesh()->GetMesh();
|
||||
for (LevelSubmesh* submesh : { mesh->StaticMesh.get(), mesh->DynamicMesh.get() })
|
||||
for (LevelSubmeshDrawRange& range : mesh->PortalList)
|
||||
{
|
||||
for (LevelSubmeshDrawRange& range : submesh->PortalList)
|
||||
{
|
||||
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
|
||||
}
|
||||
DrawLevelMeshRange(mCommandBuffer, fb->GetLevelMeshPipelineKey(range.PipelineID), range.Start, range.Count, noFragmentShader);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue