OGRE
13.6
Object-Oriented Graphics Rendering Engine
|
Strategy for determining level of detail. More...
#include <OgreLodStrategy.h>
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 Material::LodValueList &materialLodValueList) const =0 |
Get the index of the LOD usage which applies to a given value. 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... | |
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::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
Transform LOD bias so it only needs to be multiplied by the LOD value.
Implemented in Ogre::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
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::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
|
pure virtual |
Get the index of the LOD usage which applies to a given value.
Implemented in Ogre::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
|
pure virtual |
Sort mesh LOD usage list from greatest to least detail.
Implemented in Ogre::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
|
pure virtual |
Determine if the LOD values are sorted from greatest detail to least detail.
Implemented in Ogre::PixelCountLodStrategyBase, and Ogre::DistanceLodStrategyBase.
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.