GroveEngine/modules/BgfxRenderer/Passes
StillHammer 5795bbb37e feat(BgfxRenderer): Add layer sorting for correct sprite Z-order
Sprites are now sorted by layer (ascending) then by textureId for batching.
Batches are flushed when layer OR texture changes to maintain correct draw order.

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-28 07:13:34 +08:00
..
ClearPass.cpp feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
ClearPass.h feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
DebugPass.cpp feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
DebugPass.h feat(BgfxRenderer): Complete Phase 4 - ShaderManager integration 2025-11-26 22:27:19 +08:00
SpritePass.cpp feat(BgfxRenderer): Add layer sorting for correct sprite Z-order 2025-11-28 07:13:34 +08:00
SpritePass.h feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize 2025-11-27 22:09:48 +08:00
TextPass.cpp feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize 2025-11-27 22:09:48 +08:00
TextPass.h feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize 2025-11-27 22:09:48 +08:00
TilemapPass.cpp feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize 2025-11-27 22:09:48 +08:00
TilemapPass.h feat(BgfxRenderer): Phase 7-8 - Text, Tilemap, Multi-texture, Resize 2025-11-27 22:09:48 +08:00