shift sky render to last of non-translucents

This commit is contained in:
Azaezel 2018-11-18 18:54:02 -06:00
parent f75a9ccd24
commit a4e592534e

View file

@ -61,6 +61,8 @@ function initRenderManager()
DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalRoadBin) { bintype = "DecalRoad"; renderOrder = 0.8; processAddOrder = 0.8; } );
DiffuseRenderPassManager.addManager( new RenderMeshMgr(DecalBin) { bintype = "Decal"; renderOrder = 0.81; processAddOrder = 0.81; } );
DiffuseRenderPassManager.addManager( new RenderOcclusionMgr(OccluderBin){ bintype = "Occluder"; renderOrder = 0.9; processAddOrder = 0.9; } );
// Render the sky last
DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.95; processAddOrder = 1.95; } );
// We now render translucent objects that should handle
// their own fogging and lighting.
@ -77,8 +79,6 @@ function initRenderManager()
// Note that the GlowPostFx is triggered after this bin.
DiffuseRenderPassManager.addManager( new RenderGlowMgr(GlowBin) { renderOrder = 1.5; processAddOrder = 1.5; } );
// Render the sky last
DiffuseRenderPassManager.addManager( new RenderObjectMgr(SkyBin) { bintype = "Sky"; renderOrder = 1.55; processAddOrder = 1.55; } );
// We render any editor stuff from this bin. Note that the HDR is
// completed before this bin to keep editor elements from tone mapping.