fix: on_render called while paused

This commit is contained in:
MihailRis
2024-07-08 22:56:22 +03:00
parent 19c6a82ab2
commit 690b8f4807
5 changed files with 17 additions and 11 deletions
+6 -4
View File
@@ -154,7 +154,8 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
void WorldRenderer::renderLevel(
const DrawContext&,
Camera* camera,
const EngineSettings& settings
const EngineSettings& settings,
bool pause
) {
auto assets = engine->getAssets();
auto atlas = assets->get<Atlas>("blocks");
@@ -197,7 +198,7 @@ void WorldRenderer::renderLevel(
drawChunks(level->chunks.get(), camera, shader);
shader->uniformMatrix("u_model", glm::mat4(1.0f));
level->entities->render(assets, *modelBatch, *frustumCulling);
level->entities->render(assets, *modelBatch, *frustumCulling, pause);
modelBatch->render();
skybox->unbind();
@@ -294,7 +295,8 @@ void WorldRenderer::renderDebugLines(
void WorldRenderer::draw(
const DrawContext& pctx,
Camera* camera,
bool hudVisible,
bool hudVisible,
bool pause,
PostProcessing* postProcessing
){
auto world = level->getWorld();
@@ -322,7 +324,7 @@ void WorldRenderer::draw(
DrawContext ctx = wctx.sub();
ctx.setDepthTest(true);
ctx.setCullFace(true);
renderLevel(ctx, camera, settings);
renderLevel(ctx, camera, settings, pause);
// Debug lines
if (hudVisible){
renderLines(camera, linesShader);