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| LODBucket (Region *parent, unsigned short lod, Real lodValue) |
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virtual | ~LODBucket () |
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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 |
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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) |
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Region * | getParent (void) |
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ShadowCaster::ShadowRenderableList & | getShadowRenderableList () |
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bool | isVertexProgramInUse () const |
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void | updateShadowRenderables (ShadowTechnique shadowTechnique, const Vector4 &lightPos, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0) |
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void | visitRenderables (Renderable::Visitor *visitor, bool debugRenderables) |
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A LODBucket is a collection of smaller buckets with the same LOD.