A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer.
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#include <OgreRenderQueueSortingGrouping.h>
A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer.
◆ PriorityMap
◆ PriorityMapIterator
◆ ConstPriorityMapIterator
◆ RenderQueueGroup()
Ogre::RenderQueueGroup::RenderQueueGroup |
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bool |
splitPassesByLightingType, |
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bool |
splitNoShadowPasses, |
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bool |
shadowCastersNotReceivers |
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inline |
◆ ~RenderQueueGroup()
Ogre::RenderQueueGroup::~RenderQueueGroup |
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inline |
◆ getPriorityGroups()
const PriorityMap& Ogre::RenderQueueGroup::getPriorityGroups |
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const |
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inline |
◆ addRenderable()
◆ clear()
void Ogre::RenderQueueGroup::clear |
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bool |
destroy = false | ) |
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inline |
Clears this group of renderables.
- Parameters
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destroy | If false, doesn't delete any priority groups, just empties them. Saves on memory deallocations since the chances are roughly the same kinds of renderables are going to be sent to the queue again next time. If true, completely destroys. |
◆ setShadowsEnabled()
void Ogre::RenderQueueGroup::setShadowsEnabled |
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bool |
enabled | ) |
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inline |
Indicate whether a given queue group will be doing any shadow setup.
◆ getShadowsEnabled()
bool Ogre::RenderQueueGroup::getShadowsEnabled |
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void |
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const |
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inline |
Are shadows enabled for this queue?
◆ setSplitPassesByLightingType()
void Ogre::RenderQueueGroup::setSplitPassesByLightingType |
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bool |
split | ) |
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inline |
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
◆ setSplitNoShadowPasses()
void Ogre::RenderQueueGroup::setSplitNoShadowPasses |
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bool |
split | ) |
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inline |
Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used.
◆ setShadowCastersCannotBeReceivers()
void Ogre::RenderQueueGroup::setShadowCastersCannotBeReceivers |
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bool |
ind | ) |
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inline |
Sets whether or not objects which cast shadows should be treated as never receiving shadows.
◆ resetOrganisationModes()
void Ogre::RenderQueueGroup::resetOrganisationModes |
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void |
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inline |
◆ addOrganisationMode()
◆ defaultOrganisationMode()
void Ogre::RenderQueueGroup::defaultOrganisationMode |
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void |
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inline |
◆ merge()
The documentation for this class was generated from the following file: