Character controller, reimplementing shadow pass

This commit is contained in:
2024-10-15 00:02:41 +02:00
parent 55adf0971e
commit a60fe82272
7 changed files with 117 additions and 99 deletions

View File

@@ -1436,7 +1436,10 @@ render :: (backend: *D3D11_Backend, command_buffer: *Render_Command_Buffer) {
time = now;
// Present the information rendered to the back buffer to the front buffer (the screen)
before_swap := seconds_since_init();
hr := IDXGISwapChain_Present(swap_chain, xx ifx renderer.vsync then 1 else 0, 0);
after_swap := seconds_since_init();
//print("RENDERING: It took % sec to present the final image\n", after_swap - before_swap);
renderer.last_render_time_gpu = cast(float)(now - time) * 1000.0;
if FAILED(hr) {