OGRE 2.1
Object-Oriented Graphics Rendering Engine
Loading...
Searching...
No Matches
Ogre::CullFrustumRequest Struct Reference

All variables are read-only for the worker threads. More...

#include <OgreSceneManager.h>

+ Inheritance diagram for Ogre::CullFrustumRequest:

Public Types

typedef vector< ObjectMemoryManager * >::type ObjectMemoryManagerVec
 

Public Member Functions

 CullFrustumRequest ()
 
 CullFrustumRequest (uint8 _firstRq, uint8 _lastRq, bool _casterPass, bool _addToRenderQueue, bool _cullingLights, const ObjectMemoryManagerVec *_objectMemManager, const Camera *_camera, const Camera *_lodCamera)
 

Public Attributes

bool addToRenderQueue
 Whether we should immediately add to render queue v2 objects.
 
Camera constcamera
 Camera whose frustum we're to cull against. Must be const (read only for all threads).
 
bool casterPass
 Whether this is a shadow mapping pass.
 
bool cullingLights
 
uint8 firstRq
 First RenderQueue ID to render (inclusive)
 
uint8 lastRq
 Last RenderQueue ID to render (exclusive)
 
Camera constlodCamera
 Camera whose frustum we're to cull against. Must be const (read only for all threads).
 
ObjectMemoryManagerVec constobjectMemManager
 Memory manager of the objects to cull.
 

Detailed Description

All variables are read-only for the worker threads.

Member Typedef Documentation

◆ ObjectMemoryManagerVec

Constructor & Destructor Documentation

◆ CullFrustumRequest() [1/2]

Ogre::CullFrustumRequest::CullFrustumRequest ( )
inline

◆ CullFrustumRequest() [2/2]

Ogre::CullFrustumRequest::CullFrustumRequest ( uint8  _firstRq,
uint8  _lastRq,
bool  _casterPass,
bool  _addToRenderQueue,
bool  _cullingLights,
const ObjectMemoryManagerVec _objectMemManager,
const Camera _camera,
const Camera _lodCamera 
)
inline

Member Data Documentation

◆ addToRenderQueue

bool Ogre::CullFrustumRequest::addToRenderQueue

Whether we should immediately add to render queue v2 objects.

◆ camera

Camera const* Ogre::CullFrustumRequest::camera

Camera whose frustum we're to cull against. Must be const (read only for all threads).

◆ casterPass

bool Ogre::CullFrustumRequest::casterPass

Whether this is a shadow mapping pass.

◆ cullingLights

bool Ogre::CullFrustumRequest::cullingLights

◆ firstRq

uint8 Ogre::CullFrustumRequest::firstRq

First RenderQueue ID to render (inclusive)

◆ lastRq

uint8 Ogre::CullFrustumRequest::lastRq

Last RenderQueue ID to render (exclusive)

◆ lodCamera

Camera const* Ogre::CullFrustumRequest::lodCamera

Camera whose frustum we're to cull against. Must be const (read only for all threads).

◆ objectMemManager

ObjectMemoryManagerVec const* Ogre::CullFrustumRequest::objectMemManager

Memory manager of the objects to cull.

Could contain all Lights, all Entity, etc. Could be more than one depending on the high level cull system (i.e. tree-based sys) Must be const (it is read only for all threads).


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