OGRE  14.2
Object-Oriented Graphics Rendering Engine
Ogre::StaticGeometry::LODBucket Class Reference

A LODBucket is a collection of smaller buckets with the same LOD. More...

#include <OgreStaticGeometry.h>

+ Inheritance diagram for Ogre::StaticGeometry::LODBucket:

Public Types

typedef std::map< String, MaterialBucket * > MaterialBucketMap
 Lookup of Material Buckets in this region. More...
 
typedef MapIterator< MaterialBucketMapMaterialIterator
 Iterator over the materials in this LOD. More...
 

Public Member Functions

 LODBucket (Region *parent, unsigned short lod, Real lodValue)
 
virtual ~LODBucket ()
 
void addRenderables (RenderQueue *queue, uint8 group, Real lodValue)
 Add children to the render queue. More...
 
void assign (QueuedSubMesh *qsm, ushort atLod)
 Assign a queued submesh to this bucket, using specified mesh LOD. More...
 
void build (bool stencilShadows)
 Build. More...
 
EdgeDatagetEdgeList () const
 
ushort getLod (void) const
 Get the LOD index. More...
 
Real getLodValue (void) const
 Get the LOD value. More...
 
const MaterialBucketMapgetMaterialBuckets () const
 Get an iterator over the materials in this LOD. More...
 
MaterialIterator getMaterialIterator (void)
 
RegiongetParent (void)
 
ShadowCaster::ShadowRenderableListgetShadowRenderableList ()
 
bool isVertexProgramInUse () const
 
void updateShadowRenderables (const Vector4 &lightPos, const HardwareIndexBufferPtr &indexBuffer, Real extrusionDistance, int flags=0)
 
void visitRenderables (Renderable::Visitor *visitor, bool debugRenderables)
 

Detailed Description

A LODBucket is a collection of smaller buckets with the same LOD.

LOD refers to Mesh LOD here. Material LOD can change separately at the next bucket down from this.

Member Typedef Documentation

◆ MaterialBucketMap

Lookup of Material Buckets in this region.

◆ MaterialIterator

Iterator over the materials in this LOD.

Constructor & Destructor Documentation

◆ LODBucket()

Ogre::StaticGeometry::LODBucket::LODBucket ( Region parent,
unsigned short  lod,
Real  lodValue 
)

◆ ~LODBucket()

virtual Ogre::StaticGeometry::LODBucket::~LODBucket ( )
virtual

Member Function Documentation

◆ getParent()

Region* Ogre::StaticGeometry::LODBucket::getParent ( void  )
inline

◆ getLod()

ushort Ogre::StaticGeometry::LODBucket::getLod ( void  ) const
inline

Get the LOD index.

◆ getLodValue()

Real Ogre::StaticGeometry::LODBucket::getLodValue ( void  ) const
inline

Get the LOD value.

◆ assign()

void Ogre::StaticGeometry::LODBucket::assign ( QueuedSubMesh qsm,
ushort  atLod 
)

Assign a queued submesh to this bucket, using specified mesh LOD.

◆ build()

void Ogre::StaticGeometry::LODBucket::build ( bool  stencilShadows)

Build.

◆ addRenderables()

void Ogre::StaticGeometry::LODBucket::addRenderables ( RenderQueue queue,
uint8  group,
Real  lodValue 
)

Add children to the render queue.

◆ getMaterialBuckets()

const MaterialBucketMap& Ogre::StaticGeometry::LODBucket::getMaterialBuckets ( ) const
inline

Get an iterator over the materials in this LOD.

◆ getMaterialIterator()

MaterialIterator Ogre::StaticGeometry::LODBucket::getMaterialIterator ( void  )

◆ visitRenderables()

void Ogre::StaticGeometry::LODBucket::visitRenderables ( Renderable::Visitor visitor,
bool  debugRenderables 
)

◆ getEdgeList()

EdgeData* Ogre::StaticGeometry::LODBucket::getEdgeList ( ) const
inline

◆ getShadowRenderableList()

ShadowCaster::ShadowRenderableList& Ogre::StaticGeometry::LODBucket::getShadowRenderableList ( )
inline

◆ isVertexProgramInUse()

bool Ogre::StaticGeometry::LODBucket::isVertexProgramInUse ( ) const
inline

◆ updateShadowRenderables()

void Ogre::StaticGeometry::LODBucket::updateShadowRenderables ( const Vector4 lightPos,
const HardwareIndexBufferPtr indexBuffer,
Real  extrusionDistance,
int  flags = 0 
)

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