split tiled lighting implementation into separate branch until complete...
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@@ -178,7 +178,7 @@ void Renderable3DComponent::Compose(){
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RenderColorGradedComposition();
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//wiImage::Draw(wiRenderer::ComputeTiledLightCulling(GRAPHICSTHREAD_IMMEDIATE), wiImageEffects(wiRenderer::GetDevice()->GetScreenWidth(), wiRenderer::GetDevice()->GetScreenHeight()));
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wiImage::Draw(wiRenderer::ComputeTiledLightCulling(GRAPHICSTHREAD_IMMEDIATE), wiImageEffects((float)wiRenderer::GetDevice()->GetScreenWidth(), (float)wiRenderer::GetDevice()->GetScreenHeight()));
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Renderable2DComponent::Compose();
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}
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