|  | OGRE
    1.11.6
    Object-Oriented Graphics Rendering Engine | 
Strategy for determining level of detail. More...
#include <OgreLodStrategy.h>
 Inheritance diagram for Ogre::LodStrategy:
 Inheritance diagram for Ogre::LodStrategy:| Public Member Functions | |
| LodStrategy (const String &name) | |
| Constructor accepting name.  More... | |
| virtual | ~LodStrategy () | 
| Virtual destructor.  More... | |
| void | assertSorted (const Mesh::LodValueList &values) const | 
| Assert that the LOD values are sorted from greatest detail to least detail.  More... | |
| virtual Real | getBaseValue () const =0 | 
| Get the value of the first (highest) level of detail.  More... | |
| virtual ushort | getIndex (Real value, const Mesh::MeshLodUsageList &meshLodUsageList) const =0 | 
| Get the index of the LOD usage which applies to a given value.  More... | |
| virtual ushort | getIndex (Real value, const Material::LodValueList &materialLodValueList) const =0 | 
| Get the index of the LOD usage which applies to a given value.  More... | |
| const String & | getName () const | 
| Get the name of this strategy.  More... | |
| Real | getValue (const MovableObject *movableObject, const Camera *camera) const | 
| Compute the LOD value for a given movable object relative to a given camera.  More... | |
| virtual bool | isSorted (const Mesh::LodValueList &values) const =0 | 
| Determine if the LOD values are sorted from greatest detail to least detail.  More... | |
| virtual void | sort (Mesh::MeshLodUsageList &meshLodUsageList) const =0 | 
| Sort mesh LOD usage list from greatest to least detail.  More... | |
| virtual Real | transformBias (Real factor) const =0 | 
| Transform LOD bias so it only needs to be multiplied by the LOD value.  More... | |
| virtual Real | transformUserValue (Real userValue) const | 
| Transform user supplied value to internal value.  More... | |
Strategy for determining level of detail.
| Ogre::LodStrategy::LodStrategy | ( | const String & | name | ) | 
Constructor accepting name.
| 
 | virtual | 
Virtual destructor.
| 
 | pure virtual | 
Get the value of the first (highest) level of detail.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
Transform LOD bias so it only needs to be multiplied by the LOD value.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
Transform user supplied value to internal value.
Reimplemented in Ogre::DistanceLodStrategyBase.
| Real Ogre::LodStrategy::getValue | ( | const MovableObject * | movableObject, | 
| const Camera * | camera | ||
| ) | const | 
Compute the LOD value for a given movable object relative to a given camera.
| 
 | pure virtual | 
Get the index of the LOD usage which applies to a given value.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
| 
 | pure virtual | 
Get the index of the LOD usage which applies to a given value.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
| 
 | pure virtual | 
Sort mesh LOD usage list from greatest to least detail.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
| 
 | pure virtual | 
Determine if the LOD values are sorted from greatest detail to least detail.
Implemented in Ogre::DistanceLodStrategyBase, and Ogre::PixelCountLodStrategyBase.
| void Ogre::LodStrategy::assertSorted | ( | const Mesh::LodValueList & | values | ) | const | 
Assert that the LOD values are sorted from greatest detail to least detail.
| 
 | inline | 
Get the name of this strategy.