A LODBucket is a collection of smaller buckets with the same LOD.
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#include <OgreStaticGeometry.h>
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| | LODBucket (Region *parent, unsigned short lod, Real lodValue) |
| virtual | ~LODBucket () |
| void | addRenderables (RenderQueue *queue, uint8 group, Real lodValue) |
| | Add children to the render queue.
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| void | assign (QueuedSubMesh *qsm, ushort atLod) |
| | Assign a queued submesh to this bucket, using specified mesh LOD.
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| void | build (bool stencilShadows) |
| | Build.
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| void | dump (std::ofstream &of) const |
| | Dump contents for diagnostics.
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| EdgeData * | getEdgeList () const |
| ushort | getLod (void) const |
| | Get the LOD index.
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| Real | getLodValue (void) const |
| | Get the LOD value.
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| const MaterialBucketMap & | getMaterialBuckets () const |
| | Get an iterator over the materials in this LOD.
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| MaterialIterator | getMaterialIterator (void) |
| Region * | getParent (void) |
| ShadowCaster::ShadowRenderableList & | getShadowRenderableList () |
| bool | isVertexProgramInUse () const |
| void | updateShadowRenderables (ShadowTechnique shadowTechnique, const Vector4 &lightPos, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0) |
| void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables) |
A LODBucket is a collection of smaller buckets with the same LOD.
◆ MaterialBucketMap
Lookup of Material Buckets in this region.
◆ MaterialIterator
Iterator over the materials in this LOD.
◆ LODBucket()
| Ogre::StaticGeometry::LODBucket::LODBucket |
( |
Region * | parent, |
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unsigned short | lod, |
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Real | lodValue ) |
◆ ~LODBucket()
| virtual Ogre::StaticGeometry::LODBucket::~LODBucket |
( |
| ) |
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virtual |
◆ getParent()
| Region * Ogre::StaticGeometry::LODBucket::getParent |
( |
void | | ) |
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inline |
◆ getLod()
| ushort Ogre::StaticGeometry::LODBucket::getLod |
( |
void | | ) |
const |
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inline |
◆ getLodValue()
| Real Ogre::StaticGeometry::LODBucket::getLodValue |
( |
void | | ) |
const |
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inline |
◆ assign()
Assign a queued submesh to this bucket, using specified mesh LOD.
◆ build()
| void Ogre::StaticGeometry::LODBucket::build |
( |
bool | stencilShadows | ) |
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◆ addRenderables()
| void Ogre::StaticGeometry::LODBucket::addRenderables |
( |
RenderQueue * | queue, |
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uint8 | group, |
|
|
Real | lodValue ) |
Add children to the render queue.
◆ getMaterialBuckets()
| const MaterialBucketMap & Ogre::StaticGeometry::LODBucket::getMaterialBuckets |
( |
| ) |
const |
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inline |
Get an iterator over the materials in this LOD.
◆ getMaterialIterator()
◆ dump()
| void Ogre::StaticGeometry::LODBucket::dump |
( |
std::ofstream & | of | ) |
const |
Dump contents for diagnostics.
◆ visitRenderables()
| void Ogre::StaticGeometry::LODBucket::visitRenderables |
( |
Renderable::Visitor * | visitor, |
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bool | debugRenderables ) |
◆ getEdgeList()
| EdgeData * Ogre::StaticGeometry::LODBucket::getEdgeList |
( |
| ) |
const |
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inline |
◆ getShadowRenderableList()
◆ isVertexProgramInUse()
| bool Ogre::StaticGeometry::LODBucket::isVertexProgramInUse |
( |
| ) |
const |
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inline |
◆ updateShadowRenderables()
The documentation for this class was generated from the following file: