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NL3D::CPatchRdrPass Class ReferenceA render pass for a landscape material (tile or texture far).
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#include <patch_rdr_pass.h>
Inheritance diagram for NL3D::CPatchRdrPass
[legend]Collaboration diagram for NL3D::CPatchRdrPass:
[legend]List of all members.
Detailed Description
A render pass for a landscape material (tile or texture far).
A Primitive Block is not used, for speed improvement: must not realloc at each face or at each patch...
How does it work: class CPatchRdrPass maintain a GlobalTriList array, where tri indices are stored. Since Tris may be added in a interleaved fashion (33 tris indices for material 0, then 12 tris indices for material 1, then 60 tris indices for material 0 etc...), this GlobalTriList is so interleaved (with some indices used for interleaving).
NB: GlobalTriList is a "grow only" vector, even across frames.... So reallocation never happens, but at begin of program.
Definition at line 50 of file patch_rdr_pass.h.
Constructor & Destructor Documentation
NL3D::CPatchRdrPass::CPatchRdrPass (
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)
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Member Function Documentation
void NL3D::CPatchRdrPass::addMaxTris (
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sint ntris )
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void NL3D::CPatchRdrPass::computeStartIndex (
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)
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uint32 * NL3D::CPatchRdrPass::getStartPointer (
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) [inline]
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bool NL3D::CPatchRdrPass::operator< (
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const CPatchRdrPass & o ) const [inline]
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void NL3D::CPatchRdrPass::resetGlobalIndex (
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) [static]
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void NL3D::CPatchRdrPass::resetMaxTriList (
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)
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void NL3D::CPatchRdrPass::resetTriList (
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)
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Member Data Documentation
sint NL3D::CPatchRdrPass::CurIndex
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std::vector< uint32 > NL3D::CPatchRdrPass::GlobalTriList [static, private]
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sint NL3D::CPatchRdrPass::NMaxTris
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sint NL3D::CPatchRdrPass::NTris
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sint NL3D::CPatchRdrPass::RefCount
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sint NL3D::CPatchRdrPass::StartIndex
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The documentation for this class was generated from the following files:
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