Order materials so that they can be drawn with the least number of GPU pipeline flushes. Draw transparent objects last. More...
#include <mitsuba/hw/vpl.h>
Public Member Functions | |
MaterialOrder (const std::vector< Renderer::TransformedGPUGeometry > &geo) | |
bool | operator() (size_t idx1, size_t idx2) const |
Public Attributes | |
const std::vector < Renderer::TransformedGPUGeometry > & | geo |
Order materials so that they can be drawn with the least number of GPU pipeline flushes. Draw transparent objects last.
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inline |
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inline |
const std::vector<Renderer::TransformedGPUGeometry>& mitsuba::VPLShaderManager::MaterialOrder::geo |