Some code cleanup, tweak and optimizations for assets, entities and components.

This commit is contained in:
Areloch 2018-02-04 16:21:07 -06:00
parent cfbdf63cd7
commit abe4370c8a
15 changed files with 58 additions and 40 deletions

View file

@ -11,6 +11,9 @@ Vector<MeshRenderSystem::BufferSet> MeshRenderSystem::mStaticBuffers(0);
void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* state)
{
if (sceneManager == nullptr || state == nullptr)
return;
Frustum viewFrustum = state->getCullingFrustum();
MatrixF camTransform = state->getCameraTransform();
@ -129,7 +132,7 @@ void MeshRenderSystem::render(SceneManager *sceneManager, SceneRenderState* stat
// We sort by the material then vertex buffer
ri->defaultKey = matInst->getStateHint();
ri->defaultKey2 = (uintptr_t)ri->vertBuff; // Not 64bit safe!
ri->defaultKey2 = (U32)ri->vertBuff; // Not 64bit safe!
// Submit our RenderInst to the RenderPassManager
state->getRenderPass()->addInst(ri);