OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
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. More...
 
Camera const * camera
 Camera whose frustum we're to cull against. Must be const (read only for all threads). More...
 
bool casterPass
 Whether this is a shadow mapping pass. More...
 
bool cullingLights
 
uint8 firstRq
 First RenderQueue ID to render (inclusive) More...
 
uint8 lastRq
 Last RenderQueue ID to render (exclusive) More...
 
Camera const * lodCamera
 Camera whose frustum we're to cull against. Must be const (read only for all threads). More...
 
ObjectMemoryManagerVec const * objectMemManager
 Memory manager of the objects to cull. More...
 

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: