Castor3D 0.14.0
Multiplatform 3D engine
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#include <SceneCuller.hpp>
DrawCommandsBuffer castor3d::SceneCuller::RenderPassBuffers::billboardIndirectCommands |
PipelineBufferArray castor3d::SceneCuller::RenderPassBuffers::nodesIds |
std::map< uint32_t, uint32_t > castor3d::SceneCuller::RenderPassBuffers::nodesPipelinesIds |
PipelineNodesBuffer castor3d::SceneCuller::RenderPassBuffers::pipelinesNodes |
SidedNodePipelineMapT< BillboardRenderNode > castor3d::SceneCuller::RenderPassBuffers::sortedBillboards |
SidedObjectNodePipelineMapT< SubmeshRenderNode > castor3d::SceneCuller::RenderPassBuffers::sortedInstancedSubmeshes |
SidedNodePipelineMapT< SubmeshRenderNode > castor3d::SceneCuller::RenderPassBuffers::sortedSubmeshes |
IndexedDrawCommandsBuffer castor3d::SceneCuller::RenderPassBuffers::submeshIdxIndirectCommands |
DrawCommandsBuffer castor3d::SceneCuller::RenderPassBuffers::submeshNIdxIndirectCommands |