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uint32_t | castor3d::doFillShaderShadowMaps (RenderPipeline &pipeline, ShadowMapLightTypeArray &shadowMaps, uint32_t &index) |
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uint32_t | castor3d::doFillShaderPbrMaps (RenderPipeline &pipeline, Scene &scene, SceneNode &sceneNode, uint32_t index) |
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void | castor3d::doBindPass (SceneNode &sceneNode, PassRenderNode &node, Scene &scene, RenderPipeline &pipeline, ShadowMapLightTypeArray &shadowMaps, ModelUbo &model, EnvironmentMap *&envMap) |
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void | castor3d::doBindPassOpacityMap (PassRenderNode &node, Pass &pass) |
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void | castor3d::doUnbindPassOpacityMap (PassRenderNode &node, Pass &pass) |
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template<typename DataType , typename InstanceType > |
void | castor3d::doRenderObjectNode (ObjectRenderNode< DataType, InstanceType > &node) |
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void | castor3d::doRenderNodeNoPass (StaticRenderNode &node) |
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void | castor3d::doRenderNodeNoPass (BillboardRenderNode &node) |
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void | castor3d::doRenderNodeNoPass (MorphingRenderNode &node) |
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void | castor3d::doRenderNodeNoPass (SkinningRenderNode &node) |
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template<typename NodeType > |
void | castor3d::doRenderNode (NodeType &node) |
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