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OGRE 1.12.10
Object-Oriented Graphics Rendering Engine
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A factory that enables creation of HardwareSkinning instances. More...
#include <OgreShaderExHardwareSkinning.h>
Static Public Member Functions | |
static HardwareSkinningFactory & | getSingleton (void) |
Override standard Singleton retrieval. | |
static HardwareSkinningFactory * | getSingletonPtr (void) |
Get the singleton instance. | |
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static HardwareSkinningFactory & | getSingleton (void) |
Get the singleton instance. | |
static HardwareSkinningFactory * | getSingletonPtr (void) |
Get the singleton instance. | |
A factory that enables creation of HardwareSkinning instances.
Ogre::RTShader::HardwareSkinningFactory::HardwareSkinningFactory | ( | ) |
Ogre::RTShader::HardwareSkinningFactory::~HardwareSkinningFactory | ( | ) |
Implements Ogre::RTShader::SubRenderStateFactory.
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virtual |
Reimplemented from Ogre::RTShader::SubRenderStateFactory.
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virtual |
Reimplemented from Ogre::RTShader::SubRenderStateFactory.
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virtual |
Sets the list of custom shadow caster materials.
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virtual |
Sets the list of custom shadow receiver materials.
const MaterialPtr & Ogre::RTShader::HardwareSkinningFactory::getCustomShadowCasterMaterial | ( | const SkinningType | skinningType, |
ushort | index | ||
) | const |
Returns the name of a custom shadow caster material for a given number of weights.
const MaterialPtr & Ogre::RTShader::HardwareSkinningFactory::getCustomShadowReceiverMaterial | ( | const SkinningType | skinningType, |
ushort | index | ||
) | const |
Returns the name of a custom shadow receiver material for a given number of weights.
void Ogre::RTShader::HardwareSkinningFactory::prepareEntityForSkinning | ( | const Entity * | pEntity, |
SkinningType | skinningType = ST_LINEAR , |
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bool | correctAntidpodalityHandling = false , |
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bool | shearScale = false |
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Prepares an entity's material for use in the hardware skinning (HS).
This function prepares an entity's material for use by the HS sub-render state. This function scans the entity and extracts the information of the amount of bones and weights in the entity. This function replaces the need specify in the material script the amount of bones and weights needed to make the HS work.
Note that this class does not save the the bone and weight count information internally. Rather this information is stored in the entity's materials as a user binded object.
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inline |
The maximum number of bones for which hardware skinning is performed.
This number should be limited to avoid problems of using to many parameters in a shader. For example, in pixel shader 3 this should be around 70-90 dependent on other sub-render states in the shader.
The default value for this property is 70 which correspond to pixel shader model 3 limitations
Sets the maximum number of bones for which hardware skinning is performed.
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static |
Override standard Singleton retrieval.
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static |
Get the singleton instance.