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) const | castor3d::QueueRenderNodes | |
getBillboardNodes() const | castor3d::QueueRenderNodes | inline |
getInstancedSubmeshNodes() const | castor3d::QueueRenderNodes | inline |
getNodesIds() const | castor3d::QueueRenderNodes | inline |
getPassPipelineNodes() const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const | castor3d::QueueRenderNodes | |
getSubmeshNodes() const | castor3d::QueueRenderNodes | inline |
hasCulledNodes() const | castor3d::QueueRenderNodes | inline |
initialise(RenderDevice const &device) | castor3d::QueueRenderNodes | |
PipelineMap typedef | castor3d::QueueRenderNodes | |
prepareCommandBuffers(ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors) | castor3d::QueueRenderNodes | |
QueueRenderNodes(RenderQueue const &queue) | castor3d::QueueRenderNodes | explicit |
registerNodePipeline(uint32_t nodeId, uint32_t pipelineId) | castor3d::QueueRenderNodes | |
sortNodes(ShadowMapLightTypeArray &shadowMaps) | castor3d::QueueRenderNodes | |