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| AbsolutePixelCountLodStrategy () |
| Default constructor. More...
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| ~AbsolutePixelCountLodStrategy () |
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Real | getValueImpl (const MovableObject *movableObject, const Camera *camera) const override |
| Compute the LOD value for a given movable object relative to a given camera. More...
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| PixelCountLodStrategyBase (const String &name) |
| Default constructor. More...
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Real | getBaseValue () const override |
| Get the value of the first (highest) level of detail. More...
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ushort | getIndex (Real value, const Material::LodValueList &materialLodValueList) const override |
| Get the index of the LOD usage which applies to a given value. More...
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ushort | getIndex (Real value, const Mesh::MeshLodUsageList &meshLodUsageList) const override |
| Get the index of the LOD usage which applies to a given value. More...
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bool | isSorted (const Mesh::LodValueList &values) const override |
| Determine if the LOD values are sorted from greatest detail to least detail. More...
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void | sort (Mesh::MeshLodUsageList &meshLodUsageList) const override |
| Sort mesh LOD usage list from greatest to least detail. More...
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Real | transformBias (Real factor) const override |
| Transform LOD bias so it only needs to be multiplied by the LOD value. More...
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| LodStrategy (const String &name) |
| Constructor accepting name. More...
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virtual | ~LodStrategy () |
| Virtual destructor. More...
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void | assertSorted (const Mesh::LodValueList &values) const |
| Assert that the LOD values are sorted from greatest detail to least detail. More...
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const String & | getName () const |
| Get the name of this strategy. More...
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Real | getValue (const MovableObject *movableObject, const Camera *camera) const |
| Compute the LOD value for a given movable object relative to a given camera. More...
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virtual Real | transformUserValue (Real userValue) const |
| Transform user supplied value to internal value. More...
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| Singleton (void) |
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| ~Singleton (void) |
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