OGRE 1.12.10
Object-Oriented Graphics Rendering Engine
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Ogre::StaticGeometry::LODBucket Class Reference

A LODBucket is a collection of smaller buckets with the same LOD. More...

#include <OgreStaticGeometry.h>

+ Inheritance diagram for Ogre::StaticGeometry::LODBucket:

Public Types

typedef std::map< String, MaterialBucket * > MaterialBucketMap
 Lookup of Material Buckets in this region.
 
typedef MapIterator< MaterialBucketMap > MaterialIterator
 Iterator over the materials in this LOD.
 

Public Member Functions

 LODBucket (Region *parent, unsigned short lod, Real lodValue)
 
virtual ~LODBucket ()
 
void addRenderables (RenderQueue *queue, uint8 group, Real lodValue)
 Add children to the render queue.
 
void assign (QueuedSubMesh *qsm, ushort atLod)
 Assign a queued submesh to this bucket, using specified mesh LOD.
 
void build (bool stencilShadows)
 Build.
 
void dump (std::ofstream &of) const
 Dump contents for diagnostics.
 
EdgeData * getEdgeList () const
 
ushort getLod (void) const
 Get the LOD index.
 
Real getLodValue (void) const
 Get the LOD value.
 
const MaterialBucketMap & getMaterialBuckets () const
 Get an iterator over the materials in this LOD.
 
MaterialIterator getMaterialIterator (void)
 
Region * getParent (void)
 
ShadowCaster::ShadowRenderableList & getShadowRenderableList ()
 
bool isVertexProgramInUse () const
 
void updateShadowRenderables (ShadowTechnique shadowTechnique, const Vector4 &lightPos, HardwareIndexBufferSharedPtr *indexBuffer, bool extrudeVertices, Real extrusionDistance, unsigned long flags=0)
 
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables)
 

Detailed Description

A LODBucket is a collection of smaller buckets with the same LOD.

Remarks
LOD refers to Mesh LOD here. Material LOD can change separately at the next bucket down from this.

Member Typedef Documentation

◆ MaterialBucketMap

◆ MaterialIterator

Constructor & Destructor Documentation

◆ LODBucket()

Ogre::StaticGeometry::LODBucket::LODBucket ( Region *  parent,
unsigned short  lod,
Real  lodValue 
)

◆ ~LODBucket()

virtual Ogre::StaticGeometry::LODBucket::~LODBucket ( )
virtual

Member Function Documentation

◆ getParent()

Region * Ogre::StaticGeometry::LODBucket::getParent ( void  )
inline

◆ getLod()

ushort Ogre::StaticGeometry::LODBucket::getLod ( void  ) const
inline

Get the LOD index.

◆ getLodValue()

Real Ogre::StaticGeometry::LODBucket::getLodValue ( void  ) const
inline

Get the LOD value.

◆ assign()

void Ogre::StaticGeometry::LODBucket::assign ( QueuedSubMesh *  qsm,
ushort  atLod 
)

Assign a queued submesh to this bucket, using specified mesh LOD.

◆ build()

void Ogre::StaticGeometry::LODBucket::build ( bool  stencilShadows)

Build.

◆ addRenderables()

void Ogre::StaticGeometry::LODBucket::addRenderables ( RenderQueue *  queue,
uint8  group,
Real  lodValue 
)

Add children to the render queue.

◆ getMaterialBuckets()

const MaterialBucketMap & Ogre::StaticGeometry::LODBucket::getMaterialBuckets ( ) const
inline

Get an iterator over the materials in this LOD.

◆ getMaterialIterator()

MaterialIterator Ogre::StaticGeometry::LODBucket::getMaterialIterator ( void  )

◆ dump()

void Ogre::StaticGeometry::LODBucket::dump ( std::ofstream &  of) const

Dump contents for diagnostics.

◆ visitRenderables()

void Ogre::StaticGeometry::LODBucket::visitRenderables ( Renderable::Visitor *  visitor,
bool  debugRenderables 
)

◆ getEdgeList()

EdgeData * Ogre::StaticGeometry::LODBucket::getEdgeList ( ) const
inline

◆ getShadowRenderableList()

ShadowCaster::ShadowRenderableList & Ogre::StaticGeometry::LODBucket::getShadowRenderableList ( )
inline

◆ isVertexProgramInUse()

bool Ogre::StaticGeometry::LODBucket::isVertexProgramInUse ( ) const
inline

◆ updateShadowRenderables()

void Ogre::StaticGeometry::LODBucket::updateShadowRenderables ( ShadowTechnique  shadowTechnique,
const Vector4 &  lightPos,
HardwareIndexBufferSharedPtr *  indexBuffer,
bool  extrudeVertices,
Real  extrusionDistance,
unsigned long  flags = 0 
)

The documentation for this class was generated from the following file: