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C3D_API | BackgroundRenderer (crg::FramePassGroup &graph, crg::FramePassArray previousPasses, RenderDevice const &device, ProgressBar *progress, castor::String const &name, SceneBackground &background, HdrConfigUbo const &hdrConfigUbo, SceneUbo const &sceneUbo, crg::ImageViewIdArray const &colour, bool clearColour, bool forceVisible, crg::ImageViewIdArray const &depth, crg::ImageViewId const *depthObj) |
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| BackgroundRenderer (crg::FramePassGroup &graph, crg::FramePass const *previousPass, RenderDevice const &device, ProgressBar *progress, castor::String const &name, SceneBackground &background, HdrConfigUbo const &hdrConfigUbo, SceneUbo const &sceneUbo, crg::ImageViewId const &colour, bool clearColour=true, bool forceVisible=false) |
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| BackgroundRenderer (crg::FramePassGroup &graph, crg::FramePass const *previousPass, RenderDevice const &device, ProgressBar *progress, castor::String const &name, SceneBackground &background, HdrConfigUbo const &hdrConfigUbo, SceneUbo const &sceneUbo, crg::ImageViewId const &colour, bool clearColour, bool forceVisible, crg::ImageViewId const &depth, crg::ImageViewId const *depthObj) |
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| BackgroundRenderer (crg::FramePassGroup &graph, crg::FramePassArray previousPasses, RenderDevice const &device, ProgressBar *progress, castor::String const &name, SceneBackground &background, HdrConfigUbo const &hdrConfigUbo, SceneUbo const &sceneUbo, crg::ImageViewIdArray const &colour, bool clearColour, bool forceVisible, crg::ImageViewId const &depth, crg::ImageViewId const *depthObj) |
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C3D_API | ~BackgroundRenderer () |
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C3D_API void | update (CpuUpdater &updater) |
| Met à jour la passe de rendu, au niveau CPU.
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C3D_API void | update (GpuUpdater &updater) |
| Met à jour la passe de rendu, au niveau GPU.
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crg::FramePass const & | getPass () const |
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