Castor3D 0.15.0
Multiplatform 3D engine
castor3d::QueueRenderNodes Liste des membres

Liste complète des membres de castor3d::QueueRenderNodes, y compris les membres hérités :

checkEmpty()castor3d::QueueRenderNodes
cleanup()castor3d::QueueRenderNodes
createNode(Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton)castor3d::QueueRenderNodes
createNode(Pass &pass, BillboardBase &instance)castor3d::QueueRenderNodes
fillIndirectBuffers()castor3d::QueueRenderNodes
fillPipelinesIds(castor::ArrayView< uint32_t > nodesPipelinesIds) constcastor3d::QueueRenderNodes
getBillboardNodes() constcastor3d::QueueRenderNodesinline
getInstancedSubmeshNodes() constcastor3d::QueueRenderNodesinline
getNodesIds() constcastor3d::QueueRenderNodesinline
getPassPipelineNodes() constcastor3d::QueueRenderNodes
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) constcastor3d::QueueRenderNodes
getPipelineNodesIndex(Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) constcastor3d::QueueRenderNodes
getPipelineNodesIndex(BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) constcastor3d::QueueRenderNodes
getSubmeshNodes() constcastor3d::QueueRenderNodesinline
hasCulledNodes() constcastor3d::QueueRenderNodesinline
initialise(RenderDevice const &device)castor3d::QueueRenderNodes
PipelineMap typedefcastor3d::QueueRenderNodes
prepareCommandBuffers(ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors)castor3d::QueueRenderNodes
QueueRenderNodes(RenderQueue const &queue)castor3d::QueueRenderNodesexplicit
registerNodePipeline(uint32_t nodeId, uint32_t pipelineId)castor3d::QueueRenderNodes
sortNodes(ShadowMapLightTypeArray &shadowMaps)castor3d::QueueRenderNodes