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NL3D::CSkeletonModelRenderObs Class Reference

This observer: leave the notification system to DO NOTHING. +More... +

+#include <skeleton_model.h> +

+

Inheritance diagram for NL3D::CSkeletonModelRenderObs: +

+ +NL3D::CTransformShapeRenderObs +NL3D::CTransformRenderObs +NL3D::IBaseRenderObs +NL3D::IObs +NLMISC::CRefCount + +List of all members. + + + + + + + + + + + +

Public Methods

virtual void traverse (IObs *caller)
 It replaces CTransformShapeRenderObs: If displayed as a CLod, render it, else render the skins binded to this skeleton. More...

void renderCLod ()
 render the skeleton as a CLod. More...

void renderSkins ()
 render the skins of the skeleton update instance Lighting, and setup Driver lighting activate skeleton Matrix render all the skins (according if passOpaque or not). More...

void renderSkinList (NLMISC::CObjectVector< CTransform *, false > &skinList, float alphaMRM)
 render a list of skin, no lighting setup etc..., but use where possible CMeshSkinManager. More...


Static Public Methods

IObscreator ()
+

Detailed Description

+This observer: leave the notification system to DO NOTHING. +

+

    +
  • * - extend the traverse method.
+
+Author:
+Lionel Berenguier , Nevrax France
+Date:
+2000
+

+ +

+Definition at line 472 of file skeleton_model.h.


Member Function Documentation

+

+ + + + +
+ + + + + + + + + +
IObs* NL3D::CSkeletonModelRenderObs::creator   [inline, static]
+
+ + + + + +
+   + + +

+ +

+Reimplemented from NL3D::CTransformShapeRenderObs. +

+Definition at line 499 of file skeleton_model.h. +

+References NL3D::IObs::IObs.

+

+ + + + +
+ + + + + + + + + +
void NL3D::CSkeletonModelRenderObs::renderCLod  
+
+ + + + + +
+   + + +

+render the skeleton as a CLod. +

+

    +
  • update instance Lighting
      +
    • render the lod.
    +
+ +

+Definition at line 1138 of file skeleton_model.cpp. +

+References NL3D::IBaseRenderObs::HrcObs, NL3D::IObs::Model, nlassert, and NL3D::IObs::Trav. +

+Referenced by traverse.

+

+ + + + +
+ + + + + + + + + + + + + + + + + + + +
void NL3D::CSkeletonModelRenderObs::renderSkinList NLMISC::CObjectVector< CTransform *, false > &   skinList,
float   alphaMRM
+
+ + + + + +
+   + + +

+render a list of skin, no lighting setup etc..., but use where possible CMeshSkinManager. +

+ +

+Definition at line 1292 of file skeleton_model.cpp. +

+References H_AUTO, NLMISC::CObjectVector::size, and NL3D::IObs::Trav. +

+Referenced by renderSkins.

+

+ + + + +
+ + + + + + + + + +
void NL3D::CSkeletonModelRenderObs::renderSkins  
+
+ + + + + +
+   + + +

+render the skins of the skeleton update instance Lighting, and setup Driver lighting activate skeleton Matrix render all the skins (according if passOpaque or not). +

+

    +
  • * - * -
+ +

+Definition at line 1231 of file skeleton_model.cpp. +

+References NL3D::IBaseRenderObs::HrcObs, NL3D::IObs::Model, nlassert, renderSkinList, and NL3D::IObs::Trav. +

+Referenced by traverse.

+

+ + + + +
+ + + + + + + + + + +
void NL3D::CSkeletonModelRenderObs::traverse IObs  caller [virtual]
+
+ + + + + +
+   + + +

+It replaces CTransformShapeRenderObs: If displayed as a CLod, render it, else render the skins binded to this skeleton. +

+ +

+Reimplemented from NL3D::CTransformShapeRenderObs. +

+Definition at line 908 of file skeleton_model.cpp. +

+References H_AUTO, NL3D::IObs::Model, renderCLod, and renderSkins.

+


The documentation for this class was generated from the following files: + + + +
                                                                                                                                                                    +
+ + -- cgit v1.2.1