///<summary> /// Queue a render system operation. ///</summary> ///<returns>destination pass</returns> protected void QueueRenderSystemOp( CompositeTargetOperation finalState, CompositeRenderSystemOperation op ) { // Store operation for current QueueGroup ID finalState.RenderSystemOperations.Add( new QueueIDAndOperation( finalState.CurrentQueueGroupId, op ) ); // Save a pointer, so that it will be freed on recompile this.chain.RenderSystemOperations.Add( op ); }
public QueueIDAndOperation( RenderQueueGroupID queueID, CompositeRenderSystemOperation operation ) { this.queueID = queueID; this.operation = operation; }