Mesh rendering was not waiting until all jobs were complete before moving on causing longer jobs to use old pointer references once the next frame started rendering.
22 lines
501 B
C
22 lines
501 B
C
#ifndef DTRENDERER_H
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#define DTRENDERER_H
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#include "DTRendererAsset.h"
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#include "dqn.h"
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typedef void DTR_UpdateFunction(struct PlatformRenderBuffer *const renderBuffer,
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struct PlatformInput *const input,
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struct PlatformMemory *const memory);
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typedef struct DTRState
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{
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DTRFont font;
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DTRBitmap bitmap;
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DTRMesh mesh;
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struct PlatformLock *renderLock;
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} DTRState;
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extern PlatformFlags globalDTRPlatformFlags;
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#endif
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