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28 #ifndef __InstanceBatchHW_H__
29 #define __InstanceBatchHW_H__
65 void setupVertices(
const SubMesh* baseSubMesh );
66 void setupIndices(
const SubMesh* baseSubMesh );
68 void removeBlendData();
69 virtual bool checkSubMeshCompatibility(
const SubMesh* baseSubMesh );
71 size_t updateVertexBuffer(
Camera *currentCamera );
80 size_t calculateMaxNumInstances(
const SubMesh *baseSubMesh,
uint16 flags )
const;
89 void _boundsDirty(
void);
96 void setStaticAndUpdate(
bool bStatic );
101 void getWorldTransforms(
Matrix4* xform )
const;
102 unsigned short getNumWorldTransforms(
void)
const;
106 virtual void _updateRenderQueue(
RenderQueue* queue );
vector< unsigned short >::type IndexMap
A viewpoint from which the scene will be rendered.
This is technique requires true instancing hardware support.
This is the main starting point for the new instancing system.
bool isStatic() const
Returns true if this batch was set as static.
Class encapsulating a standard 4x4 homogeneous matrix.
Defines a part of a complete mesh.
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
'New' rendering operation using vertex buffers.
Class to manage the scene object rendering queue.
Copyright © 2012 Torus Knot Software Ltd

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