FixedOrder_Camera.cpp
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7 bool FixedOrder_Camera::RenderIdComparator::operator()( RenderId const & left, RenderId const & right ) const
9 return std::tie( left.shader_id, left.primary_texture_id, left.renderable ) < std::tie( right.shader_id, right.primary_texture_id, right.renderable );
26 void FixedOrder_Camera::AddRenderable_Solid( Renderable * renderable, GLuint shader_id, GLuint primary_texture_id )
28 this->cm.log( SRC_INFO, Defs::Log::FixedOrderCamera, "Add solid (depth ",this->_depth_next++,")." );
42 void FixedOrder_Camera::AddRenderable_Translucent( Renderable * renderable, GLuint shader_id, GLuint primary_texture_id )
44 this->cm.log( SRC_INFO, Defs::Log::FixedOrderCamera, "Add translucent (depth ",this->_depth_next++,")." );
80 this->cm.log( SRC_INFO, Defs::Log::FixedOrderCamera, "Render ", this->solids.size(), " solids." );
125 this->cm.log( SRC_INFO, Defs::Log::FixedOrderCamera, "Render ", this->translucents.size(), " translucents." );
146 this->cm.log( SRC_INFO, Defs::Log::ElementRenderSummary, solid_throws, " solids removed, ", solid_renders, " solid renders, ", translucent_renders, " translucent renders, ", shader_switches, " shader switches, ", texture_switches, " texture switches" );