#include <OgreSceneManager.h>
◆ ObjectMemoryManagerVec
◆ UpdateLodRequest() [1/2]
  
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          | Ogre::UpdateLodRequest::UpdateLodRequest | ( |  | ) |  |  | inline | 
 
 
◆ UpdateLodRequest() [2/2]
◆ addToRenderQueue
  
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          | bool Ogre::CullFrustumRequest::addToRenderQueue |  | inherited | 
 
Whether we should immediately add to render queue v2 objects. 
 
 
◆ camera
Camera whose frustum we're to cull against. Must be const (read only for all threads). 
 
 
◆ casterPass
  
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          | bool Ogre::CullFrustumRequest::casterPass |  | inherited | 
 
Whether this is a shadow mapping pass. 
 
 
◆ cullingLights
  
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          | bool Ogre::CullFrustumRequest::cullingLights |  | inherited | 
 
 
◆ firstRq
  
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          | uint8 Ogre::CullFrustumRequest::firstRq |  | inherited | 
 
 
◆ lastRq
  
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          | uint8 Ogre::CullFrustumRequest::lastRq |  | inherited | 
 
 
◆ lodBias
      
        
          | Real Ogre::UpdateLodRequest::lodBias | 
      
 
 
◆ lodCamera
Camera whose frustum we're to cull against. Must be const (read only for all threads). 
 
 
◆ 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: