OGRE-Next  4.0.0unstable
Object-Oriented Graphics Rendering Engine
Ogre::ManualObject Class Reference

#include <OgreManualObject2.h>

+ Inheritance diagram for Ogre::ManualObject:

Classes

class  ManualObjectSection
 Built, renderable section of geometry. More...
 

Public Types

typedef vector< ManualObjectSection * >::type SectionList
 
- Public Types inherited from Ogre::MovableObject
typedef FastArray< MovableObject * > MovableObjectArray
 

Public Member Functions

 ManualObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager)
 
 ~ManualObject () override
 
void _releaseManualHardwareResources () override
 Notifies the movable object that hardware resources were lost. More...
 
virtual_l1 void begin (const String &datablockName, OperationType opType=OT_TRIANGLE_LIST)
 Start defining a part of the object. More...
 
virtual_l1 void beginUpdate (size_t sectionIndex)
 Start the definition of an update to a part of the object. More...
 
virtual_l1 void clear ()
 Completely clear the contents of the object. More...
 
virtual_l1 void colour (const ColourValue &col)
 Add a vertex diffuse colour to a vertex. More...
 
virtual_l1 void colour (Real r, Real g, Real b, Real a=1.0f)
 Add a vertex diffuse colour to a vertex. More...
 
virtual_l1 MeshPtr convertToMesh (const String &meshName, const String &groupName=ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME, bool buildShadowMapBuffers=true)
 Convert this object to a Mesh. More...
 
size_t currentIndexCount ()
 Get the current count of indices when building a new buffer. More...
 
size_t currentVertexCount ()
 Get the current count of vertices when building a new buffer. More...
 
virtual_l1 ManualObjectSectionend ()
 Finish defining the object and compile the final renderable version. More...
 
virtual_l1 void estimateIndexCount (size_t icount)
 Estimate the number of indices ahead of time. More...
 
virtual_l1 void estimateVertexCount (size_t vcount)
 Estimate the number of vertices ahead of time. More...
 
virtual_l1 size_t getCurrentIndexCount () const
 Get the number of indices in the section currently being defined (returns 0 if no section is in progress). More...
 
virtual_l1 size_t getCurrentVertexCount () const
 Get the number of vertices in the section currently being defined (returns 0 if no section is in progress). More...
 
const StringgetMovableType () const override
 
unsigned int getNumSections () const
 Retrieves the number of ManualObjectSection objects making up this ManualObject. More...
 
ManualObjectSectiongetSection (const Ogre::String &name) const
 Gets a pointer to a previously named ManualObjectSection (via ManualObjectSection::setName). More...
 
ManualObjectSectiongetSection (unsigned int index) const
 Gets a pointer to a ManualObjectSection, i.e. More...
 
virtual_l1 void index (uint32 idx)
 Add a vertex index to construct faces / lines / points. More...
 
virtual_l1 void line (uint32 i1, uint32 i2)
 Add a set of 2 vertex indices to construct a line; this is a shortcut to calling index() 2 times. More...
 
virtual_l1 void normal (const Vector3 &norm)
 Add a vertex normal to the current vertex. More...
 
virtual_l1 void normal (Real x, Real y, Real z)
 Add a vertex normal to the current vertex. More...
 
virtual_l1 void position (const Vector3 &pos)
 Add a vertex position, starting a new vertex at the same time. More...
 
virtual_l1 void position (Real x, Real y, Real z)
 Add a vertex position, starting a new vertex at the same time. More...
 
virtual_l1 void quad (uint32 i1, uint32 i2, uint32 i3, uint32 i4)
 Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice. More...
 
void removeSection (unsigned int idx)
 Removes the section with given index. More...
 
void setDatablock (size_t subIndex, const String &name)
 Alter the material for a subsection of this object after it has been specified. More...
 
virtual_l1 void specular (const ColourValue &col)
 Add a vertex specular colour to a vertex. More...
 
virtual_l1 void specular (Real r, Real g, Real b, Real a=1.0f)
 Add a vertex specular colour to a vertex. More...
 
virtual_l1 void tangent (const Vector3 &tan)
 Add a vertex tangent to the current vertex. More...
 
virtual_l1 void tangent (Real x, Real y, Real z)
 Add a vertex tangent to the current vertex. More...
 
virtual_l1 void textureCoord (const Vector2 &uv)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (const Vector3 &uvw)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (const Vector4 &xyzw)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (Real u)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (Real u, Real v)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (Real u, Real v, Real w)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void textureCoord (Real x, Real y, Real z, Real w)
 Add a texture coordinate to the current vertex. More...
 
virtual_l1 void triangle (uint32 i1, uint32 i2, uint32 i3)
 Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times. More...
 
- Public Member Functions inherited from Ogre::MovableObject
 MovableObject (IdType id, ObjectMemoryManager *objectMemoryManager, SceneManager *manager, uint8 renderQueueId)
 Constructor. More...
 
 MovableObject (ObjectData *objectDataPtrs)
 Don't use this constructor unless you know what you're doing. More...
 
virtual ~MovableObject ()
 Virtual destructor - read Scott Meyers if you don't know why this is needed. More...
 
LightList_getLightList ()
 Returns a pointer to the current list of lights for this object. More...
 
SceneManager_getManager () const
 Get the manager of this object, if any (internal use only) More...
 
ObjectData_getObjectData ()
 Returns a direct access to the ObjectData state. More...
 
const Matrix4_getParentNodeFullTransform () const
 Returns the full transformation of the parent sceneNode or the attachingPoint node. More...
 
virtual void _notifyAttached (Node *parent)
 Internal method called to notify the object that it has been attached to a node. More...
 
void _notifyManager (SceneManager *man)
 Notify the object of it's manager (internal use only) More...
 
virtual void _notifyParentNodeMemoryChanged ()
 
virtual void _notifyStaticDirty () const
 Called by SceneManager when it is telling we're a static MovableObject being dirty Don't call this directly. More...
 
virtual void _restoreManualHardwareResources ()
 Notifies the movable object that hardware resources should be restored. More...
 
virtual void _updateRenderQueue (RenderQueue *queue, Camera *camera, const Camera *lodCamera)
 Internal method by which the movable object must add Renderable subclass instances to the rendering queue. More...
 
void addQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void addVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are appended to the existing flags on this object. More...
 
void detachFromParent ()
 Detaches an object from a parent SceneNode if attached. More...
 
RealAsUint getCachedDistanceToCamera () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
Real getCachedDistanceToCameraAsReal () const
 Returns the distance to camera as calculated in cullFrustum() More...
 
bool getCastShadows () const
 Returns whether shadow casting is enabled for this object. More...
 
unsigned char getCurrentMeshLod () const
 
uint32 getLightMask () const
 Get a bitwise mask which will filter the lights affecting this object. More...
 
ListenergetListener () const
 Gets the current listener for this object. More...
 
Aabb getLocalAabb () const
 Retrieves the local axis-aligned bounding box for this object. More...
 
float getLocalRadius () const
 See getLocalAabb and getWorldRadius. More...
 
const StringgetName () const
 Returns the name of this object. More...
 
NodegetParentNode () const
 Returns the node to which this object is attached. More...
 
SceneNodegetParentSceneNode () const
 
uint32 getQueryFlags () const
 Returns the query flags relevant for this object. More...
 
Real getRenderingDistance () const
 Gets the distance at which batches are no longer rendered. More...
 
Real getRenderingMinPixelSize () const
 Returns the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
uint8 getRenderQueueGroup () const
 Gets the queue group for this entity, see setRenderQueueGroup for full details. More...
 
Real getShadowRenderingDistance () const
 Gets the distance at which batches are no longer casting shadows. More...
 
SkeletonInstancegetSkeletonInstance () const
 
UserObjectBindingsgetUserObjectBindings ()
 Return an instance of user objects binding associated with this class. More...
 
const UserObjectBindingsgetUserObjectBindings () const
 Return an instance of user objects binding associated with this class. More...
 
uint32 getVisibilityFlags () const
 Returns the visibility flags relevant for this object. More...
 
bool getVisible () const
 Gets this object whether to be visible or not, if it has a renderable component. More...
 
Aabb getWorldAabb () const
 Gets the axis aligned box in world space. More...
 
Aabb getWorldAabbUpdated ()
 Gets the axis aligned box in world space. More...
 
float getWorldRadius () const
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
float getWorldRadiusUpdated ()
 Gets the bounding Radius scaled by max( scale.x, scale.y, scale.z ). More...
 
virtual void instanceBatchCullFrustumThreaded (const Frustum *frustum, const Camera *lodCamera, uint32 combinedVisibilityFlags)
 
bool isAttached () const
 Returns true if this object is attached to a Node. More...
 
bool isStatic () const
 Checks whether this MovableObject is static. More...
 
bool isVisible () const
 Returns whether or not this object is supposed to be visible or not. More...
 
const LightListqueryLights () const
 Gets a list of lights, ordered relative to how close they are to this movable object. More...
 
void removeQueryFlags (uint32 flags)
 As setQueryFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void removeVisibilityFlags (uint32 flags)
 As setVisibilityFlags, except the flags passed as parameters are removed from the existing flags on this object. More...
 
void resetMeshLod ()
 Sets mCurrentMeshLod to 0. More...
 
void setCastShadows (bool enabled)
 Sets whether or not this object will cast shadows. More...
 
void setLightMask (uint32 lightMask)
 Set a bitwise mask which will filter the lights affecting this object. More...
 
void setListener (Listener *listener)
 Sets a listener for this object. More...
 
void setLocalAabb (const Aabb box)
 Sets the local axis-aligned bounding box for this object. More...
 
void setName (const String &name)
 Sets a custom name for this node. More...
 
void setQueryFlags (uint32 flags)
 Sets the query flags for this object. More...
 
void setRenderingDistance (Real dist)
 Sets the distance at which the object is no longer rendered. More...
 
void setRenderingMinPixelSize (Real pixelSize)
 Sets the minimum pixel size an object needs to be in both screen axes in order to be rendered. More...
 
virtual void setRenderQueueGroup (uint8 queueID)
 Sets the render queue group this entity will be rendered through. More...
 
void setShadowRenderingDistance (Real dist)
 Sets the distance at which the object is no longer casting shadows. More...
 
bool setStatic (bool bStatic)
 Turns this Node into static or dynamic. More...
 
void setVisibilityFlags (uint32 flags)
 Sets the visibility flags for this object. More...
 
void setVisible (bool visible)
 Tells this object whether to be visible or not, if it has a renderable component. More...
 
- Public Member Functions inherited from Ogre::AnimableObject
 AnimableObject ()
 
virtual ~AnimableObject ()
 
virtual AnimableValuePtr createAnimableValue (const String &valueName)
 Create a reference-counted AnimableValuePtr for the named value. More...
 
const StringVectorgetAnimableValueNames () const
 Gets a list of animable value names for this object. More...
 
- Public Member Functions inherited from Ogre::IdObject
 IdObject (IdType id)
 We don't call generateNewId() here, to prevent objects in the stack (i.e. More...
 
IdType getId () const
 Get the unique id of this object. More...
 
bool operator() (const IdObject &left, const IdObject &right)
 
bool operator() (const IdObject *left, const IdObject *right)
 

Additional Inherited Members

- Static Public Member Functions inherited from Ogre::MovableObject
static void buildLightList (const size_t numNodes, ObjectData t, const LightListInfo &globalLightList)
 
static void calculateCastersBox (const size_t numNodes, ObjectData t, uint32 sceneVisibilityFlags, AxisAlignedBox *outBox)
 
static void cullFrustum (const size_t numNodes, ObjectData t, const Camera *frustum, MovableObjectArray &outCulledObjects, const CullFrustumPreparedData &pd)
 
static void cullFrustumPrepare (const Camera *frustum, uint32 sceneVisibilityFlags, const Camera *lodCamera, CullFrustumPreparedData &pd)
 
static void cullLights (const size_t numNodes, ObjectData t, uint32 sceneLightMask, LightListInfo &outGlobalLightList, const FrustumVec &frustums, const FrustumVec &cubemapFrustums)
 See SceneManager::cullLights & see MovableObject::cullFrustum. More...
 
static uint32 getDefaultLightMask ()
 Get the default light mask for all future MovableObject instances. More...
 
static uint32 getDefaultQueryFlags ()
 Get the default query flags for all future MovableObject instances. More...
 
static uint32 getDefaultVisibilityFlags ()
 Get the default visibility flags for all future MovableObject instances. More...
 
static void setDefaultLightMask (uint32 mask)
 Set the default light mask for all future MovableObject instances. More...
 
static void setDefaultQueryFlags (uint32 flags)
 Set the default query flags for all future MovableObject instances. More...
 
static void setDefaultVisibilityFlags (uint32 flags)
 Set the default visibility flags for all future MovableObject instances. More...
 
static void updateAllBounds (const size_t numNodes, ObjectData t)
 
- Public Attributes inherited from Ogre::MovableObject
size_t mGlobalIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
size_t mParentIndex
 Index in the vector holding this MO reference (could be our parent node, or a global array tracking all movable objecst to avoid memory leaks). More...
 
RenderableArray mRenderables
 
- Static Public Attributes inherited from Ogre::MovableObject
static const FastArray< Realc_DefaultLodMesh
 

Member Typedef Documentation

◆ SectionList

Constructor & Destructor Documentation

◆ ManualObject()

Ogre::ManualObject::ManualObject ( IdType  id,
ObjectMemoryManager objectMemoryManager,
SceneManager manager 
)

◆ ~ManualObject()

Ogre::ManualObject::~ManualObject ( )
override

Member Function Documentation

◆ _releaseManualHardwareResources()

void Ogre::ManualObject::_releaseManualHardwareResources ( )
inlineoverridevirtual

Notifies the movable object that hardware resources were lost.

Remarks
Called automatically by RenderSystem if hardware resources were lost and can not be restored using some internal mechanism. Among affected resources are nested shadow renderables, ManualObjects, etc.

Reimplemented from Ogre::MovableObject.

◆ begin()

virtual_l1 void Ogre::ManualObject::begin ( const String datablockName,
OperationType  opType = OT_TRIANGLE_LIST 
)

Start defining a part of the object.

Remarks
Each time you call this method, you start a new section of the object with its own material and potentially its own type of rendering operation (triangles, points or lines for example).
Parameters
datablockNameThe name of the datablock to render this part of the object with.
opTypeThe type of operation to use to render.

◆ beginUpdate()

virtual_l1 void Ogre::ManualObject::beginUpdate ( size_t  sectionIndex)

Start the definition of an update to a part of the object.

Remarks
Using this method, you can update an existing section of the object efficiently. You do not have the option of changing the operation type obviously, since it must match the one that was used before.
Note
Changing size of the sections is not supported, you are expected to supply the same amount of data with the same layout when updating. If you want to change the data layout, call clear() and create new sections with begin().
Parameters
sectionIndexThe index of the section you want to update. The first call to begin() would have created section 0, the second section 1, etc.

◆ clear()

virtual_l1 void Ogre::ManualObject::clear ( )

Completely clear the contents of the object.

Remarks
Clearing the contents of this object and rebuilding from scratch is not the optimal way to manage dynamic vertex data, since the buffers are recreated. If you want to keep the same structure but update the content within that structure, use beginUpdate() instead of clear() begin(). However if you do want to modify the structure from time to time you can do so by clearing and re-specifying the data.

◆ colour() [1/2]

virtual_l1 void Ogre::ManualObject::colour ( const ColourValue col)

Add a vertex diffuse colour to a vertex.

◆ colour() [2/2]

virtual_l1 void Ogre::ManualObject::colour ( Real  r,
Real  g,
Real  b,
Real  a = 1.0f 
)

Add a vertex diffuse colour to a vertex.

Parameters
r,g,b,aColour components expressed as floating point numbers from 0-1

◆ convertToMesh()

virtual_l1 MeshPtr Ogre::ManualObject::convertToMesh ( const String meshName,
const String groupName = ResourceGroupManager::DEFAULT_RESOURCE_GROUP_NAME,
bool  buildShadowMapBuffers = true 
)

Convert this object to a Mesh.

Remarks
After you've finished building this object, you may convert it to a Mesh if you want in order to be able to create many instances of it in the world (via Item). This is optional, since this instance can be directly attached to a SceneNode itself, but of course only one instance of it can exist that way.
Note
Only objects which use indexed geometry may be converted to a mesh.
Parameters
meshNameThe name to give the mesh
groupNameThe resource group to create the mesh in
buildShadowMapBuffersTrue to create an optimized copy of the vertex buffers for efficient shadow mapping.

◆ currentIndexCount()

size_t Ogre::ManualObject::currentIndexCount ( )

Get the current count of indices when building a new buffer.

Returns
Index count

◆ currentVertexCount()

size_t Ogre::ManualObject::currentVertexCount ( )

Get the current count of vertices when building a new buffer.

Returns
Vertex count

◆ end()

virtual_l1 ManualObjectSection* Ogre::ManualObject::end ( )

Finish defining the object and compile the final renderable version.

Note
Will return a pointer to the finished section or NULL if the section was discarded (i.e. has zero vertices/indices).

◆ estimateIndexCount()

virtual_l1 void Ogre::ManualObject::estimateIndexCount ( size_t  icount)

Estimate the number of indices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you first define indices with begin() -> end() sequence.

◆ estimateVertexCount()

virtual_l1 void Ogre::ManualObject::estimateVertexCount ( size_t  vcount)

Estimate the number of vertices ahead of time.

Remarks
Calling this helps to avoid memory reallocation when you first define indices with begin() -> end() sequence.

◆ getCurrentIndexCount()

virtual_l1 size_t Ogre::ManualObject::getCurrentIndexCount ( ) const

Get the number of indices in the section currently being defined (returns 0 if no section is in progress).

◆ getCurrentVertexCount()

virtual_l1 size_t Ogre::ManualObject::getCurrentVertexCount ( ) const

Get the number of vertices in the section currently being defined (returns 0 if no section is in progress).

◆ getMovableType()

const String& Ogre::ManualObject::getMovableType ( ) const
overridevirtual

Implements Ogre::MovableObject.

◆ getNumSections()

unsigned int Ogre::ManualObject::getNumSections ( ) const

Retrieves the number of ManualObjectSection objects making up this ManualObject.

◆ getSection() [1/2]

ManualObjectSection* Ogre::ManualObject::getSection ( const Ogre::String name) const

Gets a pointer to a previously named ManualObjectSection (via ManualObjectSection::setName).

◆ getSection() [2/2]

ManualObjectSection* Ogre::ManualObject::getSection ( unsigned int  index) const

Gets a pointer to a ManualObjectSection, i.e.

a part of a ManualObject.

◆ index()

virtual_l1 void Ogre::ManualObject::index ( uint32  idx)

Add a vertex index to construct faces / lines / points.

Remarks
You will have to call this 3 times for each face for a triangle list, or use the alternative 3-parameter version. Other operation types require different numbers of indexes,
See also
OperationType.
Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
idxA vertex index from 0 to 4294967295.

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

◆ line()

virtual_l1 void Ogre::ManualObject::line ( uint32  i1,
uint32  i2 
)

Add a set of 2 vertex indices to construct a line; this is a shortcut to calling index() 2 times.

It is only valid for line lists.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i22 vertex indices from 0 to 4294967295 defining a face.

◆ normal() [1/2]

virtual_l1 void Ogre::ManualObject::normal ( const Vector3 norm)

Add a vertex normal to the current vertex.

Remarks
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

◆ normal() [2/2]

virtual_l1 void Ogre::ManualObject::normal ( Real  x,
Real  y,
Real  z 
)

Add a vertex normal to the current vertex.

Remarks
Vertex normals are most often used for dynamic lighting, and their components should be normalised.

◆ position() [1/2]

virtual_l1 void Ogre::ManualObject::position ( const Vector3 pos)

Add a vertex position, starting a new vertex at the same time.

Remarks
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

Referenced by Ogre::Volume::MeshBuilder::addCubeToManualObject().

◆ position() [2/2]

virtual_l1 void Ogre::ManualObject::position ( Real  x,
Real  y,
Real  z 
)

Add a vertex position, starting a new vertex at the same time.

Remarks
A vertex position is slightly special among the other vertex data methods like normal() and textureCoord(), since calling it indicates the start of a new vertex. All other vertex data methods you call after this are assumed to be adding more information (like normals or texture coordinates) to the last vertex started with position().

◆ quad()

virtual_l1 void Ogre::ManualObject::quad ( uint32  i1,
uint32  i2,
uint32  i3,
uint32  i4 
)

Add a set of 4 vertex indices to construct a quad (out of 2 triangles); this is a shortcut to calling index() 6 times, or triangle() twice.

It's only valid for triangle list operations.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i3,i44 vertex indices from 0 to 4294967295 defining a quad.

◆ removeSection()

void Ogre::ManualObject::removeSection ( unsigned int  idx)

Removes the section with given index.

Parameters
idxIndex of section to remove.

◆ setDatablock()

void Ogre::ManualObject::setDatablock ( size_t  subIndex,
const String name 
)

Alter the material for a subsection of this object after it has been specified.

Remarks
You specify the datablock to use on a section of this object during the call to begin(), however if you want to change the datablock afterwards you can do so by calling this method.
Note
This function is a shortcut of calling Renderable::setDatablock() on all sections in this manual object. If you want to set a datablock with pointer instead of ID string, you need to get the section and call the appropriate function.
Parameters
subIndexThe index of the subsection to alter
nameThe name of the new datablock to use

◆ specular() [1/2]

virtual_l1 void Ogre::ManualObject::specular ( const ColourValue col)

Add a vertex specular colour to a vertex.

◆ specular() [2/2]

virtual_l1 void Ogre::ManualObject::specular ( Real  r,
Real  g,
Real  b,
Real  a = 1.0f 
)

Add a vertex specular colour to a vertex.

Parameters
r,g,b,aColour components expressed as floating point numbers from 0-1

◆ tangent() [1/2]

virtual_l1 void Ogre::ManualObject::tangent ( const Vector3 tan)

Add a vertex tangent to the current vertex.

Remarks
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

◆ tangent() [2/2]

virtual_l1 void Ogre::ManualObject::tangent ( Real  x,
Real  y,
Real  z 
)

Add a vertex tangent to the current vertex.

Remarks
Vertex tangents are most often used for dynamic lighting, and their components should be normalised. Also, using tangent() you enable VES_TANGENT vertex semantic, which is not supported on old non-SM2 cards.

◆ textureCoord() [1/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( const Vector2 uv)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [2/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( const Vector3 uvw)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [3/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( const Vector4 xyzw)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [4/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( Real  u)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [5/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( Real  u,
Real  v 
)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [6/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( Real  u,
Real  v,
Real  w 
)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ textureCoord() [7/7]

virtual_l1 void Ogre::ManualObject::textureCoord ( Real  x,
Real  y,
Real  z,
Real  w 
)

Add a texture coordinate to the current vertex.

Remarks
You can call this method multiple times between position() calls to add multiple texture coordinates to a vertex. Each one can have between 1 and 3 dimensions, depending on your needs, although 2 is most common. There are several versions of this method for the variations in number of dimensions.

◆ triangle()

virtual_l1 void Ogre::ManualObject::triangle ( uint32  i1,
uint32  i2,
uint32  i3 
)

Add a set of 3 vertex indices to construct a triangle; this is a shortcut to calling index() 3 times.

It is only valid for triangle lists.

Note
32-bit indexes are not supported on all cards and will only be used when required, if an index is > 65535.
Parameters
i1,i2,i33 vertex indices from 0 to 4294967295 defining a face.

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