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Ocular Engine
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#include <ForwardRenderer.hpp>
Public Member Functions | |
| virtual void | render (std::vector< SceneObject * > &objects) override |
| virtual void | render (std::vector< SceneObject * > &objects, Graphics::Material *material) override |
Additional Inherited Members | |
Protected Member Functions inherited from Ocular::Core::Renderer | |
| void | sort (std::vector< SceneObject * > &objects) |
| void | bindUniforms (SceneObject *object) |
Protected Attributes inherited from Ocular::Core::Renderer | |
| Graphics::UniformBuffer * | m_UniformBufferPerObject |
| Math::Matrix4x4 | m_CurrViewMatrix |
| Math::Matrix4x4 | m_CurrProjMatrix |
Basic forward renderer.
Each object is sorted based off of render priority and proximity to the active camera. They are then rendered individually, one-at-a-time.