Game/src/RenderTechnique.cpp
// Render the scene using the passes that have been configured.
Render the scene using the passes that have been configured.
Render the scene using the passes that have been configured .
void RenderTechnique::Render( Core::RenderEventArgs& renderEventArgs )
{
    GPU_MARKER( __FUNCTION__, renderEventArgs.GraphicsCommandBuffer );
    for ( auto pass : m_Passes )
    {
        if ( pass->IsEnabled() )
        {
            pass->PreRender( renderEventArgs );
            pass->Render( renderEventArgs );
            pass->PostRender( renderEventArgs );
        }
    }
}
void RenderTechnique :: Render ( Core :: RenderEventArgs & renderEventArgs ) { GPU_MARKER ( __FUNCTION__ , renderEventArgs . GraphicsCommandBuffer ) ; for ( auto pass : m_Passes ) { if ( pass -> IsEnabled ( ) ) { pass -> PreRender ( renderEventArgs ) ; pass -> Render ( renderEventArgs ) ; pass -> PostRender ( renderEventArgs ) ; } } }
Render the scene using the passes that have been configured.
Render the scene using the passes that have been configured .