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-rw-r--r--src/render/renderer.c5
1 files changed, 4 insertions, 1 deletions
diff --git a/src/render/renderer.c b/src/render/renderer.c
index 26b63bc..a9d9bef 100644
--- a/src/render/renderer.c
+++ b/src/render/renderer.c
@@ -3,10 +3,11 @@
3#include "animation_impl.h" 3#include "animation_impl.h"
4#include "llr_impl.h" 4#include "llr_impl.h"
5#include "memory.h" 5#include "memory.h"
6#include "scene/material_impl.h"
7#include "scene/mesh_impl.h"
6#include "scene/model_impl.h" 8#include "scene/model_impl.h"
7#include "scene/node_impl.h" 9#include "scene/node_impl.h"
8#include "scene/object_impl.h" 10#include "scene/object_impl.h"
9#include "scene/scene_impl.h"
10 11
11#include <gfx/core.h> 12#include <gfx/core.h>
12#include <gfx/render/llr.h> 13#include <gfx/render/llr.h>
@@ -236,6 +237,8 @@ void gfx_render_scene(Renderer* renderer, const RenderSceneParams* params) {
236 // potentially renders the scene multiple times as needed. For example, a 237 // potentially renders the scene multiple times as needed. For example, a
237 // depth-prepass, followed by G-buffer, followed by some post-processing, 238 // depth-prepass, followed by G-buffer, followed by some post-processing,
238 // etc. Rename this renderer to scene_renderer? 239 // etc. Rename this renderer to scene_renderer?
240 // TODO: When rendering transparent geometry, we need to turn off depth
241 // writes.
239 // Opaque. 242 // Opaque.
240 state.filter = RenderOpaqueAndAlphaMasked; 243 state.filter = RenderOpaqueAndAlphaMasked;
241 draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene)); 244 draw_recursively(&state, mat4_id(), gfx_get_scene_root(scene));