aboutsummaryrefslogtreecommitdiff
path: root/docs/doxygen/nel/a02800.html
blob: 5f784a9e2b0ec00ede2fdc01b53570100c04a239 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
<title>NeL: NL3D::CLodCharacterManager class Reference</title>
<link href="doxygen.css" rel="stylesheet" type="text/css">
</head><body>
<!-- Generated by Doxygen 1.3.6 -->
<div class="qindex">  <form class="search" action="search.php" method="get">
<a class="qindex" href="main.html">Main&nbsp;Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class&nbsp;Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical&nbsp;List</a> | <a class="qindex" href="annotated.html">Data&nbsp;Structures</a> | <a class="qindex" href="files.html">File&nbsp;List</a> | <a class="qindex" href="namespacemembers.html">Namespace&nbsp;Members</a> | <a class="qindex" href="functions.html">Data&nbsp;Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related&nbsp;Pages</a>  | <span class="search"><u>S</u>earch&nbsp;for&nbsp;<input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div>
<h1>NL3D::CLodCharacterManager Class Reference</h1><code>#include &lt;<a class="el" href="a05936.html">lod_character_manager.h</a>&gt;</code>
<p>
<hr><a name="_details"></a><h2>Detailed Description</h2>
A Manager used to display CLodCharacter instances. <dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
Nevrax France </dd></dl>
<dl compact><dt><b>Date:</b></dt><dd>2002 </dd></dl>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00107">107</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.<table border=0 cellpadding=0 cellspacing=0>
<tr><td></td></tr>
<tr><td colspan=2><br><h2>Instance texturing.</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03337.html">CRGBA</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_0">getTextureInstance</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03408.html">CSmartPtr</a>&lt; <a class="el" href="a03486.html">CTextureBlank</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a04558.html#a15">uint</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02812.html">CLodCharacterTmpBitmap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_3">_TmpBitmaps</a> [256]</td></tr>

<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagera0">CLodCharacterManager</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#NL3D_1_1CLodCharacterManagera0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagera1">~CLodCharacterManager</a> ()</td></tr>

<tr><td colspan="2"><div class="groupHeader">render process</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_0">addRenderCharacterKey</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance, const <a class="el" href="a02851.html">CMatrix</a> &amp;worldMatrix, <a class="el" href="a03337.html">CRGBA</a> ambient, <a class="el" href="a03337.html">CRGBA</a> diffuse, const <a class="el" href="a03128.html">CVector</a> &amp;lightDir)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_1">beginRender</a> (<a class="el" href="a02434.html">IDriver</a> *driver, const <a class="el" href="a03128.html">CVector</a> &amp;managerPos)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_2">endRender</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_3">getMaxVertex</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_6">setMaxVertex()</a>  <a href="#NL3D_1_1CLodCharacterManagerz346_3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_4">getVertexStreamNumVBHard</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see setVertexStreamNumVBHard  <a href="#NL3D_1_1CLodCharacterManagerz346_4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a> () const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">tells if we are beetween a <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_1">beginRender()</a> and a <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_2">endRender()</a>  <a href="#NL3D_1_1CLodCharacterManagerz346_5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_6">setMaxVertex</a> (<a class="el" href="a04558.html#a11">uint32</a> maxVertex)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_7">setupNormalCorrectionMatrix</a> (const <a class="el" href="a02851.html">CMatrix</a> &amp;normalMatrix)</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_8">setVertexStreamNumVBHard</a> (<a class="el" href="a04558.html#a11">uint32</a> numVBHard)</td></tr>

<tr><td colspan="2"><div class="groupHeader">Instance texturing.</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_0">addTextureCompute</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance, const <a class="el" href="a02810.html">CLodCharacterTexture</a> &amp;lodTexture)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">add a texture from an instance. Texture Lookup are made in _TmpBitmaps  <a href="#NL3D_1_1CLodCharacterManagerz348_0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_1">endTextureCompute</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance, <a class="el" href="a04558.html#a15">uint</a> numBmpToReset)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset.  <a href="#NL3D_1_1CLodCharacterManagerz348_1"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02812.html">CLodCharacterTmpBitmap</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_2">getTmpBitmap</a> (<a class="el" href="a04558.html#a7">uint8</a> <a class="el" href="a04223.html#a564">id</a>)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it.  <a href="#NL3D_1_1CLodCharacterManagerz348_2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_3">initInstance</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated.  <a href="#NL3D_1_1CLodCharacterManagerz348_3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_4">releaseInstance</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Release a lod instance. Free texture space.  <a href="#NL3D_1_1CLodCharacterManagerz348_4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_5">startTextureCompute</a> (<a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;instance)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available  <a href="#NL3D_1_1CLodCharacterManagerz348_5"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">build process</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_0">compile</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_1">createShapeBank</a> ()</td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_2">deleteShapeBank</a> (<a class="el" href="a04558.html#a11">uint32</a> bankId)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a Shape Bank. No-op if bad id.  <a href="#NL3D_1_1CLodCharacterManagerz344_2"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02801.html">CLodCharacterShape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_3">getShape</a> (<a class="el" href="a04558.html#a11">uint32</a> shapeId) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found.  <a href="#NL3D_1_1CLodCharacterManagerz344_3"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02807.html">CLodCharacterShapeBank</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_4">getShapeBank</a> (<a class="el" href="a04558.html#a11">uint32</a> bankId)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a shape Bank. UseFull for serialisation for example. return NULL if not found  <a href="#NL3D_1_1CLodCharacterManagerz344_4"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>const <a class="el" href="a02807.html">CLodCharacterShapeBank</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_5">getShapeBank</a> (<a class="el" href="a04558.html#a11">uint32</a> bankId) const </td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get a shape Bank. UseFull for serialisation for example. return NULL if not found  <a href="#NL3D_1_1CLodCharacterManagerz344_5"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_6">getShapeIdByName</a> (const std::string &amp;name) const </td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_7">reset</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">reset the manager.  <a href="#NL3D_1_1CLodCharacterManagerz344_7"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TStrIdMap::const_iterator&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery0">CstItStrIdMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef TStrIdMap::iterator&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery1">ItStrIdMap</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::map&lt; std::string,<br>
 <a class="el" href="a04558.html#a11">uint32</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery2">TStrIdMap</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Map name To Id.  <a href="#NL3D_1_1CLodCharacterManagery2"></a><br><br></td></tr>
<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a02807.html">CLodCharacterShapeBank</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Array of shapeBank.  <a href="#NL3D_1_1CLodCharacterManagerr0"></a><br><br></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery2">TStrIdMap</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Map of shape id.  <a href="#NL3D_1_1CLodCharacterManagerr1"></a><br><br></td></tr>
<tr><td colspan="2"><div class="groupHeader">render process</div></td></tr>
<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02851.html">CMatrix</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03128.html">CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_4">_ManagerMatrixPos</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02839.html">CMaterial</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">_Material</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">_NumVBHard</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">_Rendering</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top>std::vector&lt; <a class="el" href="a04558.html#a11">uint32</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a7">uint8</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_10">_VertexData</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_11">_VertexSize</a></td></tr>

<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03703.html">CVertexStreamManager</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a></td></tr>

</table>
<hr><h2>Member Typedef Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterManagery0" doxytag="NL3D::CLodCharacterManager::CstItStrIdMap" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> typedef TStrIdMap::const_iterator <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery0">NL3D::CLodCharacterManager::CstItStrIdMap</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00247">247</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00184">getShapeIdByName()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagery1" doxytag="NL3D::CLodCharacterManager::ItStrIdMap" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> typedef TStrIdMap::iterator <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery1">NL3D::CLodCharacterManager::ItStrIdMap</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00246">246</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00212">compile()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagery2" doxytag="NL3D::CLodCharacterManager::TStrIdMap" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> typedef std::map&lt;std::string, <a class="el" href="a04558.html#a11">uint32</a>&gt; <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery2">NL3D::CLodCharacterManager::TStrIdMap</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Map name To Id. 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00245">245</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.    </td>
  </tr>
</table>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterManagera0" doxytag="NL3D::CLodCharacterManager::CLodCharacterManager" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> NL3D::CLodCharacterManager::CLodCharacterManager </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Constructor. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00068">68</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00290">_BigTexture</a>, <a class="el" href="a05936.html#l00292">_FreeIds</a>, <a class="el" href="a05936.html#l00281">_LightCorrectionMatrix</a>, <a class="el" href="a05936.html#l00274">_LockDone</a>, <a class="el" href="a05936.html#l00268">_MaxNumVertices</a>, <a class="el" href="a05936.html#l00269">_NumVBHard</a>, <a class="el" href="a05936.html#l00273">_Rendering</a>, <a class="el" href="a05968.html#l00059">NL3D::CMaterial::initUnlit()</a>, <a class="el" href="a05972.html#l00914">NLMISC::CMatrix::invert()</a>, <a class="el" href="a05935.html#l00061">NL3D_CLOD_BIGTEXT_HEIGHT</a>, <a class="el" href="a05935.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="a05935.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, <a class="el" href="a05587.html#l00079">NLMISC::Pi</a>, <a class="el" href="a05972.html#l00578">NLMISC::CMatrix::rotateZ()</a>, <a class="el" href="a05641.html#l00078">NL3D::CMaterial::setAlphaTest()</a>, <a class="el" href="a05641.html#l00071">NL3D::CMaterial::setDoubleSided()</a>, <a class="el" href="a05968.html#l00322">NL3D::CMaterial::setTexture()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
<div class="fragment"><pre>00069 {
00070         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a>= 3000;
00071         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">_NumVBHard</a>= 8;
00072         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">_Rendering</a>= <span class="keyword">false</span>;
00073         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a>= <span class="keyword">false</span>;
00074 
00075         <span class="comment">// setup the texture.</span>
00076         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>= <span class="keyword">new</span> CTextureBlank;
00077         <span class="comment">// The texture always reside in memory... This take 1Mo of RAM. (16*32*16*32 * 4)</span>
00078         <span class="comment">// NB: this is simplier like that, and this is not a problem, since only 1 or 2 Mo are allocated :o)</span>
00079         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;setReleasable(<span class="keyword">false</span>);
00080         <span class="comment">// create the bitmap.</span>
00081         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;resize(NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_BIGTEXT_HEIGHT, CBitmap::RGBA);
00082         <span class="comment">// Format of texture, 16 bits and no mipmaps.</span>
00083         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;setUploadFormat(ITexture::RGB565);
00084         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
00085         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;setWrapS(ITexture::Clamp);
00086         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;setWrapT(ITexture::Clamp);
00087 
00088         <span class="comment">// Alloc free Ids</span>
00089         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.resize(NL3D_CLOD_TEXT_NUM_IDS);
00090         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.size();i++)
00091         {
00092                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>[i]= i;
00093         }
00094 
00095         <span class="comment">// setup the material</span>
00096         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">_Material</a>.initUnlit();
00097         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">_Material</a>.setAlphaTest(<span class="keyword">true</span>);
00098         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">_Material</a>.setDoubleSided(<span class="keyword">true</span>);
00099         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">_Material</a>.setTexture(0, _BigTexture);
00100 
00101         <span class="comment">// setup for lighting, Default for Ryzom setup</span>
00102         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>.rotateZ((<span class="keywordtype">float</span>)Pi/2);
00103         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>.invert();
00104 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagera1" doxytag="NL3D::CLodCharacterManager::~CLodCharacterManager" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> NL3D::CLodCharacterManager::~<a class="el" href="a02800.html">CLodCharacterManager</a> </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05935.html#l00108">108</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05935.html#l00114">reset()</a>.
<p>
<div class="fragment"><pre>00109 {
00110         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_7">reset</a>();
00111 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_0" doxytag="NL3D::CLodCharacterManager::addRenderCharacterKey" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::addRenderCharacterKey </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>instance</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a02851.html">CMatrix</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>worldMatrix</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03337.html">CRGBA</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>ambient</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a03337.html">CRGBA</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>diffuse</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>lightDir</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Add an instance to the render list. nlassert if not <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering()</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz348_3">initInstance()</a> must have been called before (nlassert) <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>instance</em>&nbsp;</td><td>the lod instance information (with precomputed color/Uvs) </td></tr>
    <tr><td valign=top><em>worldMatrix</em>&nbsp;</td><td>is the world matrix, used to display the mesh </td></tr>
    <tr><td valign=top><em>ambient</em>&nbsp;</td><td>is the ambient used to simulate the lighting on the lod. </td></tr>
    <tr><td valign=top><em>diffuse</em>&nbsp;</td><td>is the diffuse used to simulate the lighting on the lod. </td></tr>
    <tr><td valign=top><em>lightDir</em>&nbsp;</td><td>is the diffuse used to simulate the lighting on the lod (should be the bigger light influence) Don't need to be normalized (must do it internally) </td></tr>
  </table>
</dl>
<dl compact><dt><b>Returns:</b></dt><dd>false if the key can't be added to this pass BECAUSE OF TOO MANY VERTICES reason. If the shapeId or animId are bad id, it return true!! You may call <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_2">endRender()</a>, then restart a block. Or you may just stop the process if you want.</dd></dl>

<p>
Definition at line <a class="el" href="a05935.html#l00359">359</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00277">_CurrentTriId</a>, <a class="el" href="a05936.html#l00267">_CurrentVertexId</a>, <a class="el" href="a05936.html#l00281">_LightCorrectionMatrix</a>, <a class="el" href="a05936.html#l00274">_LockDone</a>, <a class="el" href="a05936.html#l00262">_ManagerMatrixPos</a>, <a class="el" href="a05936.html#l00268">_MaxNumVertices</a>, <a class="el" href="a05936.html#l00271">_VertexData</a>, <a class="el" href="a05936.html#l00272">_VertexSize</a>, <a class="el" href="a05936.html#l00270">_VertexStream</a>, <a class="el" href="a06340.html#l00340">NLMISC::CRGBA::A</a>, <a class="el" href="a06157.html#l01419">a00</a>, <a class="el" href="a06157.html#l01425">a01</a>, <a class="el" href="a06157.html#l01431">a02</a>, <a class="el" href="a06157.html#l01420">a10</a>, <a class="el" href="a06157.html#l01426">a11</a>, <a class="el" href="a06157.html#l01432">a12</a>, <a class="el" href="a06157.html#l01421">a20</a>, <a class="el" href="a06157.html#l01427">a21</a>, <a class="el" href="a06157.html#l01433">a22</a>, <a class="el" href="a05934.html#l00059">NL3D::CLodCharacterInstance::AnimId</a>, <a class="el" href="a05934.html#l00061">NL3D::CLodCharacterInstance::AnimTime</a>, <a class="el" href="a05935.html#l00337">NL3D::computeLodLighting()</a>, <a class="el" href="a05972.html#l00443">NLMISC::CMatrix::get()</a>, <a class="el" href="a05937.html#l00572">NL3D::CLodCharacterShape::getAnimKey()</a>, <a class="el" href="a06721.html#l00076">NL3D::CVertexStreamManager::getDriver()</a>, <a class="el" href="a05937.html#l00614">NL3D::CLodCharacterShape::getNormals()</a>, <a class="el" href="a05938.html#l00187">NL3D::CLodCharacterShape::getNumTriangles()</a>, <a class="el" href="a05938.html#l00184">NL3D::CLodCharacterShape::getNumVertices()</a>, <a class="el" href="a05973.html#l00198">NLMISC::CMatrix::getPos()</a>, <a class="el" href="a05935.html#l00194">getShape()</a>, <a class="el" href="a05937.html#l00563">NL3D::CLodCharacterShape::getTriangleArray()</a>, <a class="el" href="a05933.html#l00048">NL3D::CLodCharacterInstance::getUVs()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a06720.html#l00155">NL3D::CVertexStreamManager::lock()</a>, <a class="el" href="a05972.html#l01244">NLMISC::CMatrix::mulVector()</a>, <a class="el" href="a05935.html#l00054">NL3D_CLOD_COLOR_OFF</a>, <a class="el" href="a05935.html#l00053">NL3D_CLOD_UV_OFF</a>, <a class="el" href="a05935.html#l00052">NL3D_CLOD_VERTEX_SIZE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06682.html#l00119">NLMISC::CVector::normalize()</a>, <a class="el" href="a05934.html#l00057">NL3D::CLodCharacterInstance::ShapeId</a>, <a class="el" href="a05981.html#l00104">sint</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05981.html#l00100">uint32</a>, <a class="el" href="a05981.html#l00102">uint64</a>, <a class="el" href="a05981.html#l00096">uint8</a>, <a class="el" href="a05934.html#l00069">NL3D::CLodCharacterInstance::VertexAlphas</a>, <a class="el" href="a05934.html#l00063">NL3D::CLodCharacterInstance::WrapMode</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::x</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::x</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::y</a>, <a class="el" href="a06673.html#l00051">NLMISC::CVector::y</a>, <a class="el" href="a05938.html#l00151">NL3D::CLodCharacterShape::CVector3s::z</a>, and <a class="el" href="a06673.html#l00051">NLMISC::CVector::z</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>.
<p>
<div class="fragment"><pre>00361 {
00362         <a class="code" href="a04365.html#a4">H_AUTO</a> ( NL3D_CharacterLod_AddRenderKey )
00363 
00364         <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getDriver());
00365         <span class="comment">// we must be beewteen beginRender() and endRender()</span>
00366         <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00367 
00368 
00369         <span class="comment">// regroup all variables that will be accessed in the ASM loop (minimize cache problems)</span>
00370         <a class="code" href="a04558.html#a15">uint</a>                    numVertices;
00371         <span class="keyword">const</span> CLodCharacterShape::CVector3s             *vertPtr;
00372         <span class="keyword">const</span> CVector   *normalPtr;
00373         <span class="keyword">const</span> CUV               *uvPtr;
00374         <span class="keyword">const</span> <a class="code" href="a04558.html#a7">uint8</a>             *alphaPtr;
00375         CVector                 lightObjectSpace;
00376         CVector                 matPos;
00377         <span class="keywordtype">float</span>                   <a class="code" href="a04734.html#a0">a00</a>, <a class="code" href="a04734.html#a5">a01</a>, <a class="code" href="a04734.html#a10">a02</a>; 
00378         <span class="keywordtype">float</span>                   <a class="code" href="a04734.html#a1">a10</a>, <a class="code" href="a04734.html#a6">a11</a>, <a class="code" href="a04734.html#a11">a12</a>; 
00379         <span class="keywordtype">float</span>                   <a class="code" href="a04734.html#a2">a20</a>, <a class="code" href="a04734.html#a7">a21</a>, <a class="code" href="a04734.html#a12">a22</a>; 
00380         <a class="code" href="a04558.html#a14">sint</a>                    f8;
00381         <a class="code" href="a04558.html#a13">uint64</a>                  blank= 0;
00382         <a class="code" href="a03337.html">CRGBA</a>                   ambient= paramAmbient;
00383         <a class="code" href="a03337.html">CRGBA</a>                   diffuse= paramDiffuse;
00384         <span class="comment">// For ASM / MMX, must set 0 to alpha part, because replaced by *alphaPtr (with add)</span>
00385         ambient.<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>= 0;
00386         diffuse.<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>= 0;
00387         
00388 
00389         <span class="comment">// Get the Shape and current key.</span>
00390         <span class="comment">//=============</span>
00391 
00392         <span class="comment">// get the shape</span>
00393         <span class="keyword">const</span> CLodCharacterShape        *clod= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_3">getShape</a>(instance.ShapeId);
00394         <span class="comment">// if not found quit, return true</span>
00395         <span class="keywordflow">if</span>(!clod)
00396                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00397 
00398         <span class="comment">// get UV/Normal array. NULL =&gt; error</span>
00399         normalPtr= clod-&gt;getNormals();
00400         <span class="comment">// get UV of the instance</span>
00401         uvPtr= instance.getUVs();
00402         <span class="comment">// uvPtr is NULL means that initInstance() has not been called!!</span>
00403         <a class="code" href="a04199.html#a6">nlassert</a>(normalPtr &amp;&amp; uvPtr);
00404 
00405         <span class="comment">// get the anim key</span>
00406         CVector         unPackScaleFactor;
00407         vertPtr= clod-&gt;getAnimKey(instance.AnimId, instance.AnimTime, instance.WrapMode, unPackScaleFactor);
00408         <span class="comment">// if not found quit, return true</span>
00409         <span class="keywordflow">if</span>(!vertPtr)
00410                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00411         <span class="comment">// get num verts</span>
00412         numVertices= clod-&gt;getNumVertices();
00413 
00414         <span class="comment">// empty shape??</span>
00415         <span class="keywordflow">if</span>(numVertices==0)
00416                 <span class="keywordflow">return</span> <span class="keyword">true</span>;
00417 
00418         <span class="comment">// If too many vertices, quit, returning false.</span>
00419         <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a>+numVertices &gt; <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a>)
00420                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00421 
00422         <span class="comment">// get alpha array</span>
00423         <span class="keyword">static</span>  vector&lt;uint8&gt;   defaultAlphaArray;
00424         <span class="comment">// get the instance alpha if correctly setuped</span>
00425         <span class="keywordflow">if</span>(instance.VertexAlphas.size() == numVertices)
00426         {
00427                 alphaPtr= &amp;instance.VertexAlphas[0];
00428         }
00429         <span class="comment">// if error, take 255 as alpha.</span>
00430         <span class="keywordflow">else</span>
00431         {
00432                 <span class="comment">// NB: still use an array. This case should never arise, but support it not at full optim.</span>
00433                 <span class="keywordflow">if</span>(defaultAlphaArray.size()&lt;numVertices)
00434                         defaultAlphaArray.resize(numVertices, 255);
00435                 alphaPtr= &amp;defaultAlphaArray[0];
00436         }
00437 
00438         <span class="comment">// Lock Buffer if not done</span>
00439         <span class="comment">//=============</span>
00440         
00441         <span class="comment">// Do this after code above because we are sure that we will fill something (numVertices&gt;0)</span>
00442         <span class="keywordflow">if</span>(!<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a>)
00443         {
00444                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_10">_VertexData</a>= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.lock();
00445                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a>= <span class="keyword">true</span>;
00446         }
00447 
00448         <span class="comment">// Prepare Transform</span>
00449         <span class="comment">//=============</span>
00450 
00451         <span class="comment">// HTimerInfo: all this block takes 0.1%</span>
00452 
00453         <span class="comment">// Get matrix pos.</span>
00454         matPos= worldMatrix.getPos();
00455         <span class="comment">// compute in manager space.</span>
00456         matPos -= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_4">_ManagerMatrixPos</a>;
00457         <span class="comment">// Get rotation line vectors</span>
00458         <span class="keyword">const</span> <span class="keywordtype">float</span> *worldM= worldMatrix.get();
00459         <a class="code" href="a04734.html#a0">a00</a>= worldM[0]; <a class="code" href="a04734.html#a5">a01</a>= worldM[4]; <a class="code" href="a04734.html#a10">a02</a>= worldM[8]; 
00460         <a class="code" href="a04734.html#a1">a10</a>= worldM[1]; <a class="code" href="a04734.html#a6">a11</a>= worldM[5]; <a class="code" href="a04734.html#a11">a12</a>= worldM[9]; 
00461         <a class="code" href="a04734.html#a2">a20</a>= worldM[2]; <a class="code" href="a04734.html#a7">a21</a>= worldM[6]; <a class="code" href="a04734.html#a12">a22</a>= worldM[10];
00462 
00463         <span class="comment">// get the light in object space.</span>
00464         <span class="comment">// Multiply light dir with transpose of worldMatrix. This may be not exact (not uniform scale) but sufficient.</span>
00465         lightObjectSpace.x= <a class="code" href="a04734.html#a0">a00</a> * lightDir.x + <a class="code" href="a04734.html#a1">a10</a> * lightDir.y + <a class="code" href="a04734.html#a2">a20</a> * lightDir.z;
00466         lightObjectSpace.y= <a class="code" href="a04734.html#a5">a01</a> * lightDir.x + <a class="code" href="a04734.html#a6">a11</a> * lightDir.y + <a class="code" href="a04734.html#a7">a21</a> * lightDir.z;
00467         lightObjectSpace.z= <a class="code" href="a04734.html#a10">a02</a> * lightDir.x + <a class="code" href="a04734.html#a11">a12</a> * lightDir.y + <a class="code" href="a04734.html#a12">a22</a> * lightDir.z;
00468         <span class="comment">// animation User correction</span>
00469         lightObjectSpace= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>.mulVector(lightObjectSpace);
00470         <span class="comment">// normalize, and neg for Dot Product.</span>
00471         lightObjectSpace.normalize();
00472         lightObjectSpace= -lightObjectSpace;
00473         <span class="comment">// preMul by 255 for RGBA uint8</span>
00474         lightObjectSpace*= 255;
00475 
00476         <span class="comment">// multiply matrix with scale factor for Pos.</span>
00477         <a class="code" href="a04734.html#a0">a00</a>*= unPackScaleFactor.x; <a class="code" href="a04734.html#a5">a01</a>*= unPackScaleFactor.y; <a class="code" href="a04734.html#a10">a02</a>*= unPackScaleFactor.z; 
00478         <a class="code" href="a04734.html#a1">a10</a>*= unPackScaleFactor.x; <a class="code" href="a04734.html#a6">a11</a>*= unPackScaleFactor.y; <a class="code" href="a04734.html#a11">a12</a>*= unPackScaleFactor.z; 
00479         <a class="code" href="a04734.html#a2">a20</a>*= unPackScaleFactor.x; <a class="code" href="a04734.html#a7">a21</a>*= unPackScaleFactor.y; <a class="code" href="a04734.html#a12">a22</a>*= unPackScaleFactor.z; 
00480         
00481         <span class="comment">// get dst Array.</span>
00482         <a class="code" href="a04558.html#a7">uint8</a>   *dstPtr;
00483         dstPtr= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_10">_VertexData</a> + <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a> * <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_11">_VertexSize</a>;
00484 
00485 
00486         <span class="comment">/* PreCaching Note: CFastMem::precache() has been tested (done on the 4 arrays) but not very interesting, </span>
00487 <span class="comment">                maybe because the cache miss improve //ism a bit below.</span>
00488 <span class="comment">        */</span>
00489 
00490         <span class="comment">// Fill the VB</span>
00491         <span class="comment">//=============</span>
00492 <span class="preprocessor">#ifdef NL_OS_WINDOWS</span>
00493 <span class="preprocessor"></span>        <span class="comment">// optimized version</span>
00494         <span class="keywordflow">if</span>(CSystemInfo::hasMMX())
00495         {   
00496                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_CharacterLod_vertexFill );
00497 
00498                 <span class="keywordflow">if</span>(numVertices)
00499                 {
00500                         <span class="comment">/* NB: order is important for AGP filling optimisation in dstPtr</span>
00501 <span class="comment"></span>
00502 <span class="comment">                                Pentium2+ optimisation notes:</span>
00503 <span class="comment"></span>
00504 <span class="comment">                                - "uop" comment formating: </span>
00505 <span class="comment">                                        A/B means "A micro-ops in port 0, and B micro-ops in port 2".  (port 1 is very rare for FPU)</span>
00506 <span class="comment">                                        A/B/C/D means "A micro-ops in port 0, B in port 2, C in port 3 and D in port 4".</span>
00507 <span class="comment">                                        The number in () is the delay (if any).</span>
00508 <span class="comment">                                - the "compute lighting part" must done first, because of the "fistp f8" mem writes that must</span>
00509 <span class="comment">                                                be place far away from the "mov eax, f8" read in clamp lighting part</span>
00510 <span class="comment">                                                (else seems that it crashes all the //ism)</span>
00511 <span class="comment">                                - No need to Interleave on Pentium2+. But prevents "write/read stall" by putting the write </span>
00512 <span class="comment">                                        far away from the next read. Else stall of 3 cycles + BIG BREAK OF //ism (I think).</span>
00513 <span class="comment">                                        This had save me 120 cycles / 240 !!!</span>
00514 <span class="comment"></span>
00515 <span class="comment">                                BenchResults:</span>
00516 <span class="comment">                                - The "transform vertex part" and "all next part" cost 42 cycles, but is somewhat optimal:</span>
00517 <span class="comment">                                        63 uop (=&gt; min 21 cycles), but 36 uop in the P0 port (=&gt; this is the bottleneck)</span>
00518 <span class="comment">                                - The lighting part adds 1 cycle only ?????  (44 cycles) But still relevant and optimal:</span>
00519 <span class="comment">                                        43 uop in port P0!!!! </span>
00520 <span class="comment">                                - The UV part adds 4 cycles (47) (should not since 0 in Port P0), still acceptable.</span>
00521 <span class="comment">                                - The clamp part adds 3 cycles (50), and add 11 cycles in "P0 or P1" (but heavy dependency)</span>
00522 <span class="comment">                                        If we assume all goes into P1, it should takes 0... still acceptable (optimal==43?)</span>
00523 <span class="comment">                                - The alpha part adds 2 cycles (52, optimal=45). OK.</span>
00524 <span class="comment">                                - The modulate part adds 15 cycles. OK</span>
00525 <span class="comment"></span>
00526 <span class="comment">                                TOTAL: 67 cycles in theory (write in RAM, no cache miss problem)</span>
00527 <span class="comment">                                BENCH: ASM version: 91 cycles (Write in AGP, some cache miss problems, still good against 67)</span>
00528 <span class="comment">                                           C version: 316 cycles.</span>
00529 <span class="comment">                        */</span>
00530                         __asm
00531                         {
00532                                 mov             edi, dstPtr
00533                         theLoop:
00534                                 <span class="comment">// **** compute lighting</span>
00535                                 mov             esi,normalPtr                   <span class="comment">// uop: 0/1</span>
00536                                 <span class="comment">// dot3</span>
00537                                 fld             dword ptr [esi]                 <span class="comment">// uop: 0/1</span>
00538                                 fmul    lightObjectSpace.x              <span class="comment">// uop: 1/1 (5)</span>
00539                                 fld             dword ptr [esi+4]               <span class="comment">// uop: 0/1</span>
00540                                 fmul    lightObjectSpace.y              <span class="comment">// uop: 1/1 (5)</span>
00541                                 faddp   st(1),st                                <span class="comment">// uop: 1/0 (3)</span>
00542                                 fld             dword ptr [esi+8]               <span class="comment">// uop: 0/1</span>
00543                                 fmul    lightObjectSpace.z              <span class="comment">// uop: 1/1 (5)</span>
00544                                 faddp   st(1),st                                <span class="comment">// uop: 1/0 (3)</span>
00545                                 fistp   f8                                              <span class="comment">// uop: 2/0/1/1 (5)</span>
00546                                 <span class="comment">// next</span>
00547                                 add             esi, 12                                 <span class="comment">// uop: 1/0</span>
00548                                 mov             normalPtr, esi                  <span class="comment">// uop: 0/0/1/1</span>
00549 
00550                                 
00551                                 <span class="comment">// **** transform vertex, and store</span>
00552                                 mov             esi, vertPtr                    <span class="comment">// uop: 0/1</span>
00553                                 fild    word ptr[esi]                   <span class="comment">// uop: 3/1 (5)</span>
00554                                 fild    word ptr[esi+2]                 <span class="comment">// uop: 3/1 (5)</span>
00555                                 fild    word ptr[esi+4]                 <span class="comment">// uop: 3/1 (5)</span>
00556                                 <span class="comment">// x</span>
00557                                 fld             <a class="code" href="a04734.html#a0">a00</a>                                             <span class="comment">// uop: 0/1</span>
00558                                 fmul    st, st(3)                               <span class="comment">// uop: 1/0 (5)</span>
00559                                 fld             <a class="code" href="a04734.html#a5">a01</a>                                             <span class="comment">// uop: 0/1</span>
00560                                 fmul    st, st(3)                               <span class="comment">// uop: 1/0 (5)</span>
00561                                 faddp   st(1), st                               <span class="comment">// uop: 1/0 (3)</span>
00562                                 fld             <a class="code" href="a04734.html#a10">a02</a>                                             <span class="comment">// uop: 0/1</span>
00563                                 fmul    st, st(2)                               <span class="comment">// uop: 1/0 (5)</span>
00564                                 faddp   st(1), st                               <span class="comment">// uop: 1/0 (3)</span>
00565                                 fld             matPos.x                                <span class="comment">// uop: 0/1</span>
00566                                 faddp   st(1), st                               <span class="comment">// uop: 1/0 (3)</span>
00567                                 fstp    dword ptr[edi]                  <span class="comment">// uop: 0/0/1/1</span>
00568                                 <span class="comment">// y</span>
00569                                 fld             <a class="code" href="a04734.html#a1">a10</a>
00570                                 fmul    st, st(3)
00571                                 fld             <a class="code" href="a04734.html#a6">a11</a>
00572                                 fmul    st, st(3)
00573                                 faddp   st(1), st
00574                                 fld             <a class="code" href="a04734.html#a11">a12</a>
00575                                 fmul    st, st(2)
00576                                 faddp   st(1), st
00577                                 fld             matPos.y
00578                                 faddp   st(1), st
00579                                 fstp    dword ptr[edi+4]
00580                                 <span class="comment">// z</span>
00581                                 fld             <a class="code" href="a04734.html#a2">a20</a>
00582                                 fmul    st, st(3)
00583                                 fld             <a class="code" href="a04734.html#a7">a21</a>
00584                                 fmul    st, st(3)
00585                                 faddp   st(1), st
00586                                 fld             <a class="code" href="a04734.html#a12">a22</a>
00587                                 fmul    st, st(2)
00588                                 faddp   st(1), st
00589                                 fld             matPos.z
00590                                 faddp   st(1), st
00591                                 fstp    dword ptr[edi+8]
00592                                 <span class="comment">// flush stack</span>
00593                                 fstp    st                                              <span class="comment">// uop: 1/0</span>
00594                                 fstp    st                                              <span class="comment">// uop: 1/0</span>
00595                                 fstp    st                                              <span class="comment">// uop: 1/0</span>
00596                                 <span class="comment">// next</span>
00597                                 add             esi, 6                                  <span class="comment">// uop: 1/0</span>
00598                                 mov             vertPtr, esi                    <span class="comment">// uop: 0/0/1/1</span>
00599 
00600                         
00601                                 <span class="comment">// **** copy uv</span>
00602                                 mov             esi, uvPtr                                                      <span class="comment">// uop: 0/1</span>
00603                                 mov             eax, [esi]                                                      <span class="comment">// uop: 0/1</span>
00604                                 mov             [edi+<a class="code" href="a04512.html#a2">NL3D_CLOD_UV_OFF</a>], eax                     <span class="comment">// uop: 0/0/1/1</span>
00605                                 mov             ebx, [esi+4]                                            <span class="comment">// uop: 0/1</span>
00606                                 mov             [edi+<a class="code" href="a04512.html#a2">NL3D_CLOD_UV_OFF</a>+4], ebx           <span class="comment">// uop: 0/0/1/1</span>
00607                                 <span class="comment">// next</span>
00608                                 add             esi, 8                                  <span class="comment">// uop: 1/0</span>
00609                                 mov             uvPtr, esi                              <span class="comment">// uop: 0/0/1/1</span>
00610 
00611 
00612                                 <span class="comment">// **** Clamp lighting</span>
00613                                 <span class="comment">// clamp to 0 only. will be clamped to 255 by MMX</span>
00614                                 mov             eax, f8                                 <span class="comment">// uop: 0/1</span>
00615                                 cmp             eax, 0x80000000                 <span class="comment">// if&gt;=0 =&gt; CF=1</span>
00616                                 sbb             ebx, ebx                                <span class="comment">// if&gt;=0 =&gt; CF==1 =&gt; ebx=0xFFFFFFFF</span>
00617                                 and             eax, ebx                                <span class="comment">// if&gt;=0 =&gt; eax unchanged, else eax=0 (clamped)</span>
00618                                 
00619                                 
00620                                 <span class="comment">// **** Modulate lighting modulate with diffuse color, add ambient term, using MMX</span>
00621                                 movd                    mm0, eax                <span class="comment">// 0000000L             uop: 1/0</span>
00622                                 packuswb                mm0, mm0                <span class="comment">// 000L000L             uop: 1/0 (p1)</span>
00623                                 packuswb                mm0, mm0                <span class="comment">// 0L0L0L0L             uop: 1/0 (p1)</span>
00624                                 movd                    mm1, diffuse    <span class="comment">//                              uop: 0/1</span>
00625                                 punpcklbw               mm1, blank              <span class="comment">//                              uop: 1/1 (p1)</span>
00626                                 pmullw                  mm0, mm1                <span class="comment">// diffuse*L    uop: 1/0 (3)</span>
00627                                 psrlw                   mm0, 8                  <span class="comment">// 0A0B0G0R             uop: 1/0 (p1)</span>
00628                                 packuswb                mm0, blank              <span class="comment">// 0000ABGR             uop: 1/1 (p1)</span>
00629                                 movd                    mm2, ambient    <span class="comment">//                              uop: 0/1</span>
00630                                 paddusb                 mm0, mm2                <span class="comment">//                              uop: 1/0</span>
00631                                 movd                    ebx, mm0                <span class="comment">// ebx= AABBGGRR        uop: 1/0</span>
00632                                 <span class="comment">// NB: emms is not so bad on P2+: delay of 6, +11 (NB: far better than no MMX instructions)</span>
00633                                 emms                                                    <span class="comment">// uop: 11/0 (6).  (?????)</span>
00634                                 
00635                                 
00636                                 <span class="comment">// **** append alpha, and store</span>
00637                                 mov             esi, alphaPtr                                           <span class="comment">// uop: 0/1</span>
00638                                 movzx   eax, byte ptr[esi]                                      <span class="comment">// uop: 0/1</span>
00639                                 shl             eax, 24                                                         <span class="comment">// uop: 1/0</span>
00640                                 add             ebx, eax                                                        <span class="comment">// uop: 1/0</span>
00641                                 <span class="comment">// now, ebx=  AABBGGRR</span>
00642                                 mov             [edi+<a class="code" href="a04512.html#a3">NL3D_CLOD_COLOR_OFF</a>], ebx          <span class="comment">// uop: 0/0/1/1</span>
00643                                 <span class="comment">// next</span>
00644                                 add             esi, 1                                  <span class="comment">// uop: 1/0</span>
00645                                 mov             alphaPtr, esi                   <span class="comment">// uop: 0/0/1/1</span>
00646                                 
00647                                 
00648                                 <span class="comment">// **** next</span>
00649                                 add             edi, <a class="code" href="a04512.html#a1">NL3D_CLOD_VERTEX_SIZE</a>              <span class="comment">// uop: 1/0</span>
00650 
00651                                 mov             eax, numVertices                <span class="comment">// uop: 0/1</span>
00652                                 dec             eax                                             <span class="comment">// uop: 1/0</span>
00653                                 mov             numVertices, eax                <span class="comment">// uop: 0/0/1/1</span>
00654 
00655                                 jnz             theLoop                                 <span class="comment">// uop: 1/1 (p1)</span>
00656 
00657                                 <span class="comment">// To have same behavior than c code</span>
00658                                 mov             dstPtr, edi
00659                         }
00660                 }
00661         }
00662         <span class="keywordflow">else</span>
00663 <span class="preprocessor">#endif</span>
00664 <span class="preprocessor"></span>        {
00665                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_CharacterLod_vertexFill );
00666 
00667                 CVector         fVect;
00668                 
00669                 <span class="keywordflow">for</span>(;numVertices&gt;0;)
00670                 {
00671                         <span class="comment">// NB: order is important for AGP filling optimisation</span>
00672                         <span class="comment">// transform vertex, and store.</span>
00673                         CVector         *dstVector= (CVector*)dstPtr;
00674                         fVect.x= vertPtr-&gt;x; fVect.y= vertPtr-&gt;y; fVect.z= vertPtr-&gt;z; 
00675                         ++vertPtr;
00676                         dstVector-&gt;x= <a class="code" href="a04734.html#a0">a00</a> * fVect.x + <a class="code" href="a04734.html#a5">a01</a> * fVect.y + <a class="code" href="a04734.html#a10">a02</a> * fVect.z + matPos.x;
00677                         dstVector-&gt;y= <a class="code" href="a04734.html#a1">a10</a> * fVect.x + <a class="code" href="a04734.html#a6">a11</a> * fVect.y + <a class="code" href="a04734.html#a11">a12</a> * fVect.z + matPos.y;
00678                         dstVector-&gt;z= <a class="code" href="a04734.html#a2">a20</a> * fVect.x + <a class="code" href="a04734.html#a7">a21</a> * fVect.y + <a class="code" href="a04734.html#a12">a22</a> * fVect.z + matPos.z;
00679                         <span class="comment">// Copy UV</span>
00680                         *(CUV*)(dstPtr + <a class="code" href="a04512.html#a2">NL3D_CLOD_UV_OFF</a>)= *uvPtr;
00681                         ++uvPtr;
00682                         
00683                         <span class="comment">// Compute Lighting.</span>
00684                         <a class="code" href="a03337.html">CRGBA</a>   lightRes;
00685                         <a class="code" href="a05363.html#a430">computeLodLighting</a>(lightRes, lightObjectSpace, *normalPtr, ambient, diffuse);
00686                         ++normalPtr;
00687                         lightRes.<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>= *alphaPtr;
00688                         ++alphaPtr;
00689                         <span class="comment">// store.</span>
00690                         *((<a class="code" href="a03337.html">CRGBA</a>*)(dstPtr + <a class="code" href="a04512.html#a3">NL3D_CLOD_COLOR_OFF</a>))= lightRes;
00691 
00692                         <span class="comment">// next</span>
00693                         dstPtr+= <a class="code" href="a04512.html#a1">NL3D_CLOD_VERTEX_SIZE</a>;
00694                         numVertices--;
00695                 }
00696         }
00697 
00698         <span class="comment">// Add Primitives.</span>
00699         <span class="comment">//=============</span>
00700 
00701         {
00702                 <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_CharacterLod_primitiveFill )
00703                         
00704                 <span class="comment">// get number of tri indexes</span>
00705                 <a class="code" href="a04558.html#a15">uint</a>    numTriIdxs= clod-&gt;getNumTriangles() * 3;
00706 
00707                 <span class="comment">// realloc tris if needed.</span>
00708                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a>+numTriIdxs &gt; <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a>.size())
00709                 {
00710                         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a>.resize(_CurrentTriId+numTriIdxs);
00711                 }
00712 
00713                 <span class="comment">// reindex and copy tris</span>
00714                 <span class="keyword">const</span> <a class="code" href="a04558.html#a11">uint32</a>    *srcIdx= clod-&gt;getTriangleArray();
00715                 <a class="code" href="a04558.html#a11">uint32</a>                  *dstIdx= &amp;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a>[<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a>];
00716                 <span class="keywordflow">for</span>(;numTriIdxs&gt;0;numTriIdxs--, srcIdx++, dstIdx++)
00717                 {
00718                         *dstIdx= *srcIdx + <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a>;
00719                 }
00720         }
00721 
00722         <span class="comment">// Next</span>
00723         <span class="comment">//=============</span>
00724 
00725         <span class="comment">// Inc Vertex count.</span>
00726         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a>+= clod-&gt;getNumVertices();
00727         <span class="comment">// Inc Prim count.</span>
00728         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a>+= clod-&gt;getNumTriangles() * 3;
00729 
00730 
00731         <span class="comment">// key added</span>
00732         <span class="keywordflow">return</span> <span class="keyword">true</span>;
00733 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_0" doxytag="NL3D::CLodCharacterManager::addTextureCompute" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::addTextureCompute </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>instance</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a02810.html">CLodCharacterTexture</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>lodTexture</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
add a texture from an instance. Texture Lookup are made in _TmpBitmaps 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00955">955</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00295">_TmpBitmaps</a>, <a class="el" href="a06340.html#l00340">NLMISC::CRGBA::A</a>, <a class="el" href="a05936.html#l00081">NL3D::CLodCharacterTmpBitmap::getPixel()</a>, <a class="el" href="a05935.html#l00915">getTextureInstance()</a>, <a class="el" href="a05935.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00041">NL3D_CLOD_TEXT_SIZE</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05942.html#l00063">NL3D::CLodCharacterTexture::CTUVQ::Q</a>, <a class="el" href="a05942.html#l00059">NL3D::CLodCharacterTexture::CTUVQ::T</a>, <a class="el" href="a05942.html#l00073">NL3D::CLodCharacterTexture::Texture</a>, <a class="el" href="a05942.html#l00061">NL3D::CLodCharacterTexture::CTUVQ::U</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05942.html#l00061">NL3D::CLodCharacterTexture::CTUVQ::V</a>, <a class="el" href="a05646.html#l00236">x</a>, and <a class="el" href="a05646.html#l00236">y</a>.
<p>
Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>.
<p>
<div class="fragment"><pre>00956 {
00957         <a class="code" href="a03337.html">CRGBA</a>   *dst= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_0">getTextureInstance</a>(instance);
00958         <span class="keywordflow">if</span>(!dst)
00959                 <span class="keywordflow">return</span>;
00960 
00961         <span class="comment">// get lookup ptr.</span>
00962         <a class="code" href="a04199.html#a6">nlassert</a>(lodTexture.Texture.size()==<a class="code" href="a04519.html#a2">NL3D_CLOD_TEXT_SIZE</a>);
00963         <span class="keyword">const</span> CLodCharacterTexture::CTUVQ               *lookUpPtr= &amp;lodTexture.Texture[0];
00964 
00965         <span class="comment">// apply the lodTexture, taking only better quality (ie nearer 0)</span>
00966         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a>&lt;<a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="a04223.html#a573">y</a>++)
00967         {
00968                 <span class="comment">// erase the line</span>
00969                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a>&lt;<a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="a04223.html#a572">x</a>++)
00970                 {
00971                         CLodCharacterTexture::CTUVQ             lut= *lookUpPtr;
00972                         <span class="comment">// if this quality is better than the one stored</span>
00973                         <span class="keywordflow">if</span>(lut.Q&lt;dst[<a class="code" href="a04223.html#a572">x</a>].<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>)
00974                         {
00975                                 <span class="comment">// get what texture to read, and read the pixel.</span>
00976                                 <a class="code" href="a03337.html">CRGBA</a>   col= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_3">_TmpBitmaps</a>[lut.T].getPixel(lut.U, lut.V);
00977                                 <span class="comment">// set quality.</span>
00978                                 col.<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>= lut.Q;
00979                                 <span class="comment">// set in dest</span>
00980                                 dst[<a class="code" href="a04223.html#a572">x</a>]= col;
00981                         }
00982 
00983                         <span class="comment">// next lookup</span>
00984                         lookUpPtr++;
00985                 }
00986                 <span class="comment">// Next line</span>
00987                 dst+= <a class="code" href="a04512.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00988         }
00989 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_1" doxytag="NL3D::CLodCharacterManager::beginRender" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::beginRender </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02434.html">IDriver</a> *&nbsp;</td>
          <td class="mdname" nowrap> <em>driver</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap>const <a class="el" href="a03128.html">CVector</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>managerPos</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Start the rendering process, freeing VBuffer. nlassert if <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering()</a> NB: VBhard is locked here, so you must call endRender to unlock him (even if 0 meshes are rendered)<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign=top><em>managerPos</em>&nbsp;</td><td>is to help ZBuffer Precision (see <a class="el" href="a02434.html#NL3D_1_1IDrivera73">IDriver::setupViewMatrixEx</a>). This vector is removed from all instance worldMatrixes, and a <a class="el" href="a02434.html#NL3D_1_1IDrivera68">IDriver::setupModelMatrix()</a> will be done with this position. Hence, whatever value you give, the result will be the same. But if you give a value near the camera position, ZBuffer precision will be enhanced.</td></tr>
  </table>
</dl>

<p>
Definition at line <a class="el" href="a05935.html#l00276">276</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00277">_CurrentTriId</a>, <a class="el" href="a05936.html#l00267">_CurrentVertexId</a>, <a class="el" href="a05936.html#l00274">_LockDone</a>, <a class="el" href="a05936.html#l00262">_ManagerMatrixPos</a>, <a class="el" href="a05936.html#l00268">_MaxNumVertices</a>, <a class="el" href="a05936.html#l00269">_NumVBHard</a>, <a class="el" href="a05936.html#l00273">_Rendering</a>, <a class="el" href="a05936.html#l00272">_VertexSize</a>, <a class="el" href="a05936.html#l00270">_VertexStream</a>, <a class="el" href="a06711.html#l00340">NL3D::CVertexBuffer::getColorOff()</a>, <a class="el" href="a06721.html#l00076">NL3D::CVertexStreamManager::getDriver()</a>, <a class="el" href="a06721.html#l00082">NL3D::CVertexStreamManager::getMaxVertices()</a>, <a class="el" href="a06721.html#l00074">NL3D::CVertexStreamManager::getNumVBHard()</a>, <a class="el" href="a06711.html#l00339">NL3D::CVertexBuffer::getTexCoordOff()</a>, <a class="el" href="a06721.html#l00080">NL3D::CVertexStreamManager::getVertexSize()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a06720.html#l00056">NL3D::CVertexStreamManager::init()</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a05935.html#l00054">NL3D_CLOD_COLOR_OFF</a>, <a class="el" href="a05935.html#l00053">NL3D_CLOD_UV_OFF</a>, <a class="el" href="a05935.html#l00051">NL3D_CLOD_VERTEX_FORMAT</a>, <a class="el" href="a05935.html#l00052">NL3D_CLOD_VERTEX_SIZE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06720.html#l00126">NL3D::CVertexStreamManager::release()</a>, and <a class="el" href="a06710.html#l00169">NL3D::CVertexBuffer::setVertexFormat()</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, and <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>.
<p>
<div class="fragment"><pre>00277 {
00278         <a class="code" href="a04365.html#a4">H_AUTO</a>( NL3D_CharacterLod_beginRender );
00279 
00280         <span class="comment">// we must not be beewteen beginRender() and endRender()</span>
00281         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00282 
00283         <span class="comment">// Reset render</span>
00284         <span class="comment">//=================</span>
00285         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">_CurrentVertexId</a>=0;
00286         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a>= 0;
00287 
00288         <span class="comment">// update Driver.</span>
00289         <span class="comment">//=================</span>
00290         <a class="code" href="a04199.html#a6">nlassert</a>(driver);
00291 
00292         <span class="comment">// test change of vertexStream setup</span>
00293         <span class="keywordtype">bool</span>    mustChangeVertexStream= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getDriver() != driver;
00294         <span class="keywordflow">if</span>(!mustChangeVertexStream)
00295         {
00296                 mustChangeVertexStream= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a> != <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getMaxVertices();
00297                 mustChangeVertexStream= mustChangeVertexStream || <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">_NumVBHard</a> != <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getNumVBHard();
00298         }
00299         <span class="comment">// re-init?</span>
00300         <span class="keywordflow">if</span>( mustChangeVertexStream )
00301         {
00302                 <span class="comment">// chech offset</span>
00303                 CVertexBuffer   vb;
00304                 vb.setVertexFormat(NL3D_CLOD_VERTEX_FORMAT);
00305                 <span class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</span>
00306                 <a class="code" href="a04199.html#a6">nlassert</a>( NL3D_CLOD_UV_OFF == vb.getTexCoordOff());
00307                 <a class="code" href="a04199.html#a6">nlassert</a>( NL3D_CLOD_COLOR_OFF == vb.getColorOff());
00308 
00309                 <span class="comment">// Setup the vertex stream</span>
00310                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.release();
00311                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.init(driver, NL3D_CLOD_VERTEX_FORMAT, _MaxNumVertices, _NumVBHard, <span class="stringliteral">"CLodManagerVB"</span>);
00312         }
00313         
00314         <span class="comment">// prepare for render.</span>
00315         <span class="comment">//=================</span>
00316 
00317         <span class="comment">// Do not Lock Buffer now (will be done at the first instance added)</span>
00318         <a class="code" href="a04199.html#a6">nlassert</a>(!_LockDone);
00319         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_11">_VertexSize</a>= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getVertexSize();
00320         <span class="comment">// NB: addRenderCharacterKey() loop hardCoded for Vertex+UV+Normal+Color only.</span>
00321         <a class="code" href="a04199.html#a6">nlassert</a>( _VertexSize == NL3D_CLOD_VERTEX_SIZE );       <span class="comment">// Vector + Normal + UV + RGBA</span>
00322 
00323 
00324         <span class="comment">// Alloc a minimum of primitives (2*vertices), to avoid as possible reallocation in addRenderCharacterKey</span>
00325         <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a>.size()&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a> * 2)
00326                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">_Triangles</a>.resize(_MaxNumVertices * 2);
00327 
00328         <span class="comment">// Local manager matrix</span>
00329         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_4">_ManagerMatrixPos</a>= managerPos;
00330 
00331         <span class="comment">// Ok, start rendering</span>
00332         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">_Rendering</a>= <span class="keyword">true</span>;
00333 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_0" doxytag="NL3D::CLodCharacterManager::compile" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::compile </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
re-compile the shape map. This must be called after changing shape bank list. It return false if same names have been found, but it is still correctly builded.
<p>
Definition at line <a class="el" href="a05935.html#l00212">212</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, <a class="el" href="a05936.html#l00256">_ShapeMap</a>, <a class="el" href="a05938.html#l00178">NL3D::CLodCharacterShape::getName()</a>, <a class="el" href="a05936.html#l00246">ItStrIdMap</a>, <a class="el" href="a05622.html#l00135">nlwarning</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06352.html#l00503">NL3D::CSceneUser::deleteCLodShapeBank()</a>, and <a class="el" href="a06352.html#l00475">NL3D::CSceneUser::loadCLodShapeBank()</a>.
<p>
<div class="fragment"><pre>00213 {
00214         <span class="keywordtype">bool</span>    error= <span class="keyword">false</span>;
00215 
00216         <span class="comment">// clear the map</span>
00217         <a class="code" href="a05378.html#a381">contReset</a>(_ShapeMap);
00218 
00219         <span class="comment">// build the map</span>
00220         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size(); i++)
00221         {
00222                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i])
00223                 {
00224                         <span class="comment">// Parse all Shapes</span>
00225                         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> j=0; j&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i]-&gt;getNumShapes(); j++)
00226                         {
00227                                 <span class="comment">// build the shape Id</span>
00228                                 <a class="code" href="a04558.html#a15">uint</a>    shapeId= (i&lt;&lt;16) + j;
00229 
00230                                 <span class="comment">// get the shape</span>
00231                                 <span class="keyword">const</span> CLodCharacterShape        *shape= _ShapeBankArray[i]-&gt;getShape(j);
00232                                 <span class="keywordflow">if</span>(shape)
00233                                 {
00234                                         <span class="keyword">const</span> string &amp;name= shape-&gt;getName();
00235                                         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagery1">ItStrIdMap</a>      it= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a>.find(name);
00236                                         <span class="keywordflow">if</span>(it == <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a>.end())
00237                                                 <span class="comment">// insert the id in the map</span>
00238                                                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a>.insert(make_pair(name, shapeId));
00239                                         <span class="keywordflow">else</span>
00240                                         {
00241                                                 error= <span class="keyword">true</span>;
00242                                                 <a class="code" href="a04199.html#a2">nlwarning</a>(<span class="stringliteral">"Found a Character Lod with same name in the manager: %s"</span>, name.c_str());
00243                                         }
00244                                 }
00245                         }
00246                 }
00247         }
00248 
00249         <span class="keywordflow">return</span> error;
00250 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_1" doxytag="NL3D::CLodCharacterManager::createShapeBank" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CLodCharacterManager::createShapeBank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
create a Shape Bank. NB: a vector of ShapeBank is maintained internally, hence, not so many shapeBank should be created at same Time. <dl compact><dt><b>Returns:</b></dt><dd>id of the shape Bank.</dd></dl>

<p>
Definition at line <a class="el" href="a05935.html#l00134">134</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a06352.html#l00475">NL3D::CSceneUser::loadCLodShapeBank()</a>.
<p>
<div class="fragment"><pre>00135 {
00136         <span class="comment">// search a free entry</span>
00137         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size();i++)
00138         {
00139                 <span class="comment">// if ree, use it.</span>
00140                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i]==NULL)
00141                 {
00142                         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i]= <span class="keyword">new</span> CLodCharacterShapeBank;
00143                         <span class="keywordflow">return</span> i;
00144                 }
00145         }
00146 
00147         <span class="comment">// no free entrey, resize array.</span>
00148         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.push_back(<span class="keyword">new</span> CLodCharacterShapeBank);
00149         <span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size()-1;
00150 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_2" doxytag="NL3D::CLodCharacterManager::deleteShapeBank" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::deleteShapeBank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>bankId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
delete a Shape Bank. No-op if bad id. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00171">171</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a06352.html#l00503">NL3D::CSceneUser::deleteCLodShapeBank()</a>.
<p>
<div class="fragment"><pre>00172 {
00173         <span class="keywordflow">if</span>(bankId&gt;=<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size())
00174         {
00175                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[bankId])
00176                 {
00177                         <span class="keyword">delete</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[bankId];
00178                         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[bankId]= NULL;
00179                 }
00180         }
00181 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_2" doxytag="NL3D::CLodCharacterManager::endRender" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::endRender </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
compile the rendering process, effectively rendering into driver the lods. nlassert if not <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering()</a>. The VBHard is unlocked here.
<p>
Definition at line <a class="el" href="a05935.html#l00736">736</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00277">_CurrentTriId</a>, <a class="el" href="a05936.html#l00267">_CurrentVertexId</a>, <a class="el" href="a05936.html#l00274">_LockDone</a>, <a class="el" href="a05936.html#l00262">_ManagerMatrixPos</a>, <a class="el" href="a05936.html#l00273">_Rendering</a>, <a class="el" href="a05936.html#l00270">_VertexStream</a>, <a class="el" href="a06720.html#l00178">NL3D::CVertexStreamManager::activate()</a>, <a class="el" href="a06721.html#l00076">NL3D::CVertexStreamManager::getDriver()</a>, <a class="el" href="a05788.html#l00056">H_AUTO</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera56">NL3D::IDriver::renderTriangles()</a>, <a class="el" href="a05972.html#l00267">NLMISC::CMatrix::setPos()</a>, <a class="el" href="a02434.html#NL3D_1_1IDrivera68">NL3D::IDriver::setupModelMatrix()</a>, <a class="el" href="a06720.html#l00189">NL3D::CVertexStreamManager::swapVBHard()</a>, and <a class="el" href="a06720.html#l00166">NL3D::CVertexStreamManager::unlock()</a>.
<p>
Referenced by <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, and <a class="el" href="a06329.html#l00089">NL3D::CRenderTrav::traverse()</a>.
<p>
<div class="fragment"><pre>00737 {
00738         <a class="code" href="a04365.html#a4">H_AUTO</a> ( NL3D_CharacterLod_endRender );
00739         
00740         IDriver         *driver= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.getDriver();
00741         <a class="code" href="a04199.html#a6">nlassert</a>(driver);
00742         <span class="comment">// we must be beewteen beginRender() and endRender()</span>
00743         <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00744 
00745         <span class="comment">// if something rendered</span>
00746         <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a>)
00747         {
00748                 <span class="comment">// UnLock Buffer.</span>
00749                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.unlock(_CurrentVertexId);
00750                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">_LockDone</a>= <span class="keyword">false</span>;
00751                 
00752                 <span class="comment">// Render the VBuffer and the primitives.</span>
00753                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">_CurrentTriId</a>&gt;0)
00754                 {
00755                         <span class="comment">// setup matrix.</span>
00756                         CMatrix         managerMatrix; 
00757                         managerMatrix.setPos(_ManagerMatrixPos);
00758                         driver-&gt;setupModelMatrix(managerMatrix);
00759                         
00760                         <span class="comment">// active VB</span>
00761                         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.activate();
00762                         
00763                         <span class="comment">// render triangles</span>
00764                         driver-&gt;renderTriangles(_Material, &amp;_Triangles[0], _CurrentTriId/3);
00765                 }
00766                 
00767                 <span class="comment">// swap Stream VBHard</span>
00768                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.swapVBHard();
00769         }
00770 
00771         <span class="comment">// Ok, end rendering</span>
00772         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">_Rendering</a>= <span class="keyword">false</span>;
00773 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_1" doxytag="NL3D::CLodCharacterManager::endTextureCompute" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::endTextureCompute </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname" nowrap> <em>instance</em>, </td>
        </tr>
        <tr>
          <td class="md" nowrap align="right"></td>
          <td></td>
          <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
          <td class="mdname" nowrap> <em>numBmpToReset</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00992">992</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00290">_BigTexture</a>, <a class="el" href="a05934.html#l00094">NL3D::CLodCharacterInstance::_TextureId</a>, <a class="el" href="a05936.html#l00295">_TmpBitmaps</a>, <a class="el" href="a06340.html#l00340">NLMISC::CRGBA::A</a>, <a class="el" href="a05935.html#l00915">getTextureInstance()</a>, <a class="el" href="a05935.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="a05935.html#l00064">NL3D_CLOD_DEFAULT_TEXCOLOR</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05935.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05935.html#l00798">NL3D::CLodCharacterTmpBitmap::reset()</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05646.html#l00236">x</a>, and <a class="el" href="a05646.html#l00236">y</a>.
<p>
Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>.
<p>
<div class="fragment"><pre>00993 {
00994         <a class="code" href="a03337.html">CRGBA</a>   *dst= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_0">getTextureInstance</a>(instance);
00995         <span class="keywordflow">if</span>(!dst)
00996                 <span class="keywordflow">return</span>;
00997 
00998         <span class="comment">// reset All Alpha values to 255 =&gt; no AlphaTest problems</span>
00999         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a>&lt;<a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="a04223.html#a573">y</a>++)
01000         {
01001                 <span class="comment">// erase the line</span>
01002                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a>&lt;<a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="a04223.html#a572">x</a>++)
01003                 {
01004                         dst[<a class="code" href="a04223.html#a572">x</a>].<a class="code" href="a03337.html#NLMISC_1_1CRGBAo0">A</a>= 255;
01005                 }
01006                 <span class="comment">// Next line</span>
01007                 dst+= <a class="code" href="a04512.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
01008         }
01009 
01010         <span class="comment">// If the id == 0 then must reset the 0,0 Pixel to black. for the "Not Enough memory" case in initInstance().</span>
01011         <span class="keywordflow">if</span>(instance._TextureId==0)
01012                 *(<a class="code" href="a03337.html">CRGBA</a>*)&amp;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;getPixels(0)[0]= <a class="code" href="a04512.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
01013 
01014         <span class="comment">// get the x/y.</span>
01015         <a class="code" href="a04558.html#a15">uint</a>    xId= instance._TextureId % <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
01016         <a class="code" href="a04558.html#a15">uint</a>    yId= instance._TextureId / <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
01017         <span class="comment">// touch the texture for Driver update.</span>
01018         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;touchRect(
01019                 <a class="code" href="a03319.html">CRect</a>(xId*NL3D_CLOD_TEXT_WIDTH, yId*NL3D_CLOD_TEXT_HEIGHT, NL3D_CLOD_TEXT_WIDTH, NL3D_CLOD_TEXT_HEIGHT) );
01020 
01021         <span class="comment">// reset tmpBitmaps / free memory.</span>
01022         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;numBmpToReset; i++)
01023         {
01024                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_3">_TmpBitmaps</a>[i].reset();
01025         }
01026 
01027         <span class="comment">// TestYoyo</span>
01028         <span class="comment">/*NLMISC::COFile        f("tam.tga");</span>
01029 <span class="comment">        _BigTexture-&gt;writeTGA(f,32);*/</span>
01030 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_3" doxytag="NL3D::CLodCharacterManager::getMaxVertex" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CLodCharacterManager::getMaxVertex </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
see <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_6">setMaxVertex()</a> 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00163">163</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
References <a class="el" href="a05936.html#l00268">_MaxNumVertices</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00163 {<span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a>;}
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_3" doxytag="NL3D::CLodCharacterManager::getShape" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> const <a class="el" href="a02801.html">CLodCharacterShape</a> * NL3D::CLodCharacterManager::getShape </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>shapeId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00194">194</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05939.html#l00072">NL3D::CLodCharacterShapeBank::getShape()</a>, <a class="el" href="a05935.html#l00153">getShapeBank()</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a06393.html#l01043">NL3D::CSkeletonModel::computeCLodVertexAlpha()</a>, <a class="el" href="a06352.html#l00531">NL3D::CSceneUser::getCLodAnimIdByName()</a>, and <a class="el" href="a05935.html#l00844">initInstance()</a>.
<p>
<div class="fragment"><pre>00195 {
00196         <span class="comment">// split the id</span>
00197         <a class="code" href="a04558.html#a15">uint</a>    bankId= shapeId &gt;&gt; 16;
00198         <a class="code" href="a04558.html#a15">uint</a>    shapeInBankId= shapeId &amp;0xFFFF;
00199 
00200         <span class="comment">// if valid bankId</span>
00201         <span class="keyword">const</span> CLodCharacterShapeBank    *shapeBank= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_5">getShapeBank</a>(bankId);
00202         <span class="keywordflow">if</span>(shapeBank)
00203         {
00204                 <span class="comment">// return the shape from the bank</span>
00205                 <span class="keywordflow">return</span> shapeBank-&gt;getShape(shapeInBankId);
00206         }
00207         <span class="keywordflow">else</span>
00208                 <span class="keywordflow">return</span> NULL;
00209 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_4" doxytag="NL3D::CLodCharacterManager::getShapeBank" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02807.html">CLodCharacterShapeBank</a> * NL3D::CLodCharacterManager::getShapeBank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>bankId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
get a shape Bank. UseFull for serialisation for example. return NULL if not found 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00162">162</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00163 {
00164         <span class="keywordflow">if</span>(bankId&gt;=<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size())
00165                 <span class="keywordflow">return</span> NULL;
00166         <span class="keywordflow">else</span>
00167                 <span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[bankId];
00168 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_5" doxytag="NL3D::CLodCharacterManager::getShapeBank" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> const <a class="el" href="a02807.html">CLodCharacterShapeBank</a> * NL3D::CLodCharacterManager::getShapeBank </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>bankId</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
get a shape Bank. UseFull for serialisation for example. return NULL if not found 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00153">153</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00194">getShape()</a>, and <a class="el" href="a06352.html#l00475">NL3D::CSceneUser::loadCLodShapeBank()</a>.
<p>
<div class="fragment"><pre>00154 {
00155         <span class="keywordflow">if</span>(bankId&gt;=<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size())
00156                 <span class="keywordflow">return</span> NULL;
00157         <span class="keywordflow">else</span>
00158                 <span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[bankId];
00159 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_6" doxytag="NL3D::CLodCharacterManager::getShapeIdByName" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> NL3D::CLodCharacterManager::getShapeIdByName </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>name</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const</td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get a shapeId by its name. -1 if not found. Call valid only if <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_0">compile()</a> has been correctly called
<p>
Definition at line <a class="el" href="a05935.html#l00184">184</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00256">_ShapeMap</a>, <a class="el" href="a05936.html#l00247">CstItStrIdMap</a>, and <a class="el" href="a05981.html#l00099">sint32</a>.
<p>
Referenced by <a class="el" href="a06352.html#l00519">NL3D::CSceneUser::getCLodShapeIdByName()</a>.
<p>
<div class="fragment"><pre>00185 {
00186         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagery0">CstItStrIdMap</a>   it= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a>.find(name);
00187         <span class="keywordflow">if</span>(it==<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">_ShapeMap</a>.end())
00188                 <span class="keywordflow">return</span> -1;
00189         <span class="keywordflow">else</span>
00190                 <span class="keywordflow">return</span> it-&gt;second;
00191 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz352_0" doxytag="NL3D::CLodCharacterManager::getTextureInstance" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">CRGBA</a> * NL3D::CLodCharacterManager::getTextureInstance </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>instance</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [private]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05935.html#l00915">915</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00290">_BigTexture</a>, <a class="el" href="a05934.html#l00092">NL3D::CLodCharacterInstance::_Owner</a>, <a class="el" href="a05934.html#l00094">NL3D::CLodCharacterInstance::_TextureId</a>, <a class="el" href="a05935.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05935.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="a05935.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00955">addTextureCompute()</a>, <a class="el" href="a05935.html#l00992">endTextureCompute()</a>, and <a class="el" href="a05935.html#l00934">startTextureCompute()</a>.
<p>
<div class="fragment"><pre>00916 {
00917         <a class="code" href="a04199.html#a6">nlassert</a>(instance._Owner==<span class="keyword">this</span>);
00918         <a class="code" href="a04199.html#a6">nlassert</a>(instance._TextureId!=-1);
00919         <span class="comment">// if the texture id is a "not enough memory", quit.</span>
00920         <span class="keywordflow">if</span>(instance._TextureId==<a class="code" href="a04512.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00921                 <span class="keywordflow">return</span> NULL;
00922 
00923         <span class="comment">// get the x/y.</span>
00924         <a class="code" href="a04558.html#a15">uint</a>    xId= instance._TextureId % <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00925         <a class="code" href="a04558.html#a15">uint</a>    yId= instance._TextureId / <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00926 
00927         <span class="comment">// get the ptr on the correct pixel.</span>
00928         <a class="code" href="a03337.html">CRGBA</a>   *pix= (<a class="code" href="a03337.html">CRGBA</a>*)&amp;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">_BigTexture</a>-&gt;getPixels(0)[0];
00929         <span class="keywordflow">return</span> pix + yId*<a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>*<a class="code" href="a04512.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a> + xId*<a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;
00930 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_2" doxytag="NL3D::CLodCharacterManager::getTmpBitmap" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02812.html">CLodCharacterTmpBitmap</a>&amp; NL3D::CLodCharacterManager::getTmpBitmap </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>id</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap><code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it. 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00233">233</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
References <a class="el" href="a05936.html#l00295">_TmpBitmaps</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
<p>
Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>.
<p>
<div class="fragment"><pre>00233 {<span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_3">_TmpBitmaps</a>[<span class="keywordtype">id</span>];}
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_4" doxytag="NL3D::CLodCharacterManager::getVertexStreamNumVBHard" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CLodCharacterManager::getVertexStreamNumVBHard </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
see setVertexStreamNumVBHard 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00173">173</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
References <a class="el" href="a05936.html#l00269">_NumVBHard</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00173 {<span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">_NumVBHard</a>;}
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_3" doxytag="NL3D::CLodCharacterManager::initInstance" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::initInstance </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>instance</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00844">844</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00292">_FreeIds</a>, <a class="el" href="a05934.html#l00092">NL3D::CLodCharacterInstance::_Owner</a>, <a class="el" href="a05934.html#l00094">NL3D::CLodCharacterInstance::_TextureId</a>, <a class="el" href="a05934.html#l00096">NL3D::CLodCharacterInstance::_UVs</a>, <a class="el" href="a05938.html#l00184">NL3D::CLodCharacterShape::getNumVertices()</a>, <a class="el" href="a05935.html#l00194">getShape()</a>, <a class="el" href="a05937.html#l00605">NL3D::CLodCharacterShape::getUVs()</a>, <a class="el" href="a05935.html#l00058">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>, <a class="el" href="a05935.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="a05935.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05935.html#l00897">releaseInstance()</a>, <a class="el" href="a05934.html#l00057">NL3D::CLodCharacterInstance::ShapeId</a>, <a class="el" href="a06655.html#l00049">NLMISC::CUV::U</a>, <a class="el" href="a05981.html#l00105">uint</a>, and <a class="el" href="a06655.html#l00049">NLMISC::CUV::V</a>.
<p>
Referenced by <a class="el" href="a06393.html#l00837">NL3D::CSkeletonModel::setLodCharacterShape()</a>.
<p>
<div class="fragment"><pre>00845 {
00846         <span class="comment">// first release in (maybe) other manager.</span>
00847         <span class="keywordflow">if</span>(instance._Owner)
00848                 instance._Owner-&gt;releaseInstance(instance);
00849 
00850         <span class="comment">// get the shape</span>
00851         <span class="keyword">const</span> CLodCharacterShape        *clod= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz344_3">getShape</a>(instance.ShapeId);
00852         <span class="comment">// if not found quit</span>
00853         <span class="keywordflow">if</span>(!clod)
00854                 <span class="keywordflow">return</span>;
00855         <span class="comment">// get Uvs.</span>
00856         <span class="keyword">const</span> CUV       *uvSrc= clod-&gt;getUVs();
00857         <a class="code" href="a04199.html#a6">nlassert</a>(uvSrc);
00858 
00859 
00860         <span class="comment">// Ok, init header</span>
00861         instance._Owner= <span class="keyword">this</span>;
00862         instance._UVs.resize(clod-&gt;getNumVertices());
00863 
00864         <span class="comment">// allocate an id. If cannot, then fill Uvs with 0 =&gt; filled with Black. (see endTextureCompute() why).</span>
00865         <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.empty())
00866         {
00867                 <span class="comment">// set a "Not enough memory" id</span>
00868                 instance._TextureId= <a class="code" href="a04512.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>;
00869                 CUV             uv(0,0);
00870                 fill(instance._UVs.begin(), instance._UVs.end(), uv);
00871         }
00872         <span class="comment">// else OK, can instanciate the Uvs.</span>
00873         <span class="keywordflow">else</span>
00874         {
00875                 <span class="comment">// get the id.</span>
00876                 instance._TextureId= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.back();
00877                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.pop_back();
00878                 <span class="comment">// get the x/y.</span>
00879                 <a class="code" href="a04558.html#a15">uint</a>    xId= instance._TextureId % <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00880                 <a class="code" href="a04558.html#a15">uint</a>    yId= instance._TextureId / <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00881                 <span class="comment">// compute the scale/bias to apply to Uvs.</span>
00882                 <span class="keywordtype">float</span>   scaleU= 1.0f / <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00883                 <span class="keywordtype">float</span>   scaleV= 1.0f / <a class="code" href="a04512.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00884                 <span class="keywordtype">float</span>   biasU= (<span class="keywordtype">float</span>)xId / <a class="code" href="a04512.html#a4">NL3D_CLOD_TEXT_NLOD_WIDTH</a>;
00885                 <span class="keywordtype">float</span>   biasV= (<span class="keywordtype">float</span>)yId / <a class="code" href="a04512.html#a5">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>;
00886                 <span class="comment">// apply it to each UVs.</span>
00887                 CUV             *uvDst= &amp;instance._UVs[0];
00888                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0; i&lt;instance._UVs.size();i++)
00889                 {
00890                         uvDst[i].U= biasU + uvSrc[i].U*scaleU;
00891                         uvDst[i].V= biasV + uvSrc[i].V*scaleV;
00892                 }
00893         }
00894 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_5" doxytag="NL3D::CLodCharacterManager::isRendering" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::isRendering </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap> const<code> [inline]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
tells if we are beetween a <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_1">beginRender()</a> and a <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_2">endRender()</a> 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00209">209</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
References <a class="el" href="a05936.html#l00273">_Rendering</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00736">endRender()</a>, <a class="el" href="a06393.html#l01295">NL3D::CSkeletonModel::renderCLod()</a>, <a class="el" href="a05935.html#l00114">reset()</a>, <a class="el" href="a05935.html#l00260">setMaxVertex()</a>, and <a class="el" href="a05935.html#l00268">setVertexStreamNumVBHard()</a>.
<p>
<div class="fragment"><pre>00209 {<span class="keywordflow">return</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">_Rendering</a>;}
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_4" doxytag="NL3D::CLodCharacterManager::releaseInstance" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::releaseInstance </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>instance</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Release a lod instance. Free texture space. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00897">897</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00292">_FreeIds</a>, <a class="el" href="a05934.html#l00092">NL3D::CLodCharacterInstance::_Owner</a>, <a class="el" href="a05934.html#l00094">NL3D::CLodCharacterInstance::_TextureId</a>, <a class="el" href="a05934.html#l00096">NL3D::CLodCharacterInstance::_UVs</a>, <a class="el" href="a05935.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, and <a class="el" href="a05622.html#l00290">nlassert</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00844">initInstance()</a>, <a class="el" href="a06393.html#l00837">NL3D::CSkeletonModel::setLodCharacterShape()</a>, and <a class="el" href="a05933.html#l00036">NL3D::CLodCharacterInstance::~CLodCharacterInstance()</a>.
<p>
<div class="fragment"><pre>00898 {
00899         <span class="keywordflow">if</span>(instance._Owner==NULL)
00900                 <span class="keywordflow">return</span>;
00901         <a class="code" href="a04199.html#a6">nlassert</a>(<span class="keyword">this</span>==instance._Owner);
00902 
00903         <span class="comment">// if the id is not a "Not enough memory" id, release it.</span>
00904         <span class="keywordflow">if</span>(instance._TextureId&gt;=0 &amp;&amp; instance._TextureId&lt;<a class="code" href="a04512.html#a6">NL3D_CLOD_TEXT_NUM_IDS</a>)
00905                 <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">_FreeIds</a>.push_back(instance._TextureId);
00906 
00907         <span class="comment">// reset the instance</span>
00908         instance._Owner= NULL;
00909         instance._TextureId= -1;
00910         <a class="code" href="a05378.html#a381">contReset</a>(instance._UVs);
00911 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz344_7" doxytag="NL3D::CLodCharacterManager::reset" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::reset </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
reset the manager. 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00114">114</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00253">_ShapeBankArray</a>, <a class="el" href="a05936.html#l00256">_ShapeMap</a>, <a class="el" href="a05936.html#l00270">_VertexStream</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06720.html#l00126">NL3D::CVertexStreamManager::release()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
<p>
Referenced by <a class="el" href="a06348.html#l00194">NL3D::CScene::release()</a>, <a class="el" href="a06352.html#l00463">NL3D::CSceneUser::resetCLodManager()</a>, and <a class="el" href="a05935.html#l00108">~CLodCharacterManager()</a>.
<p>
<div class="fragment"><pre>00115 {
00116         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00117 
00118         <span class="comment">// delete shapeBanks.</span>
00119         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> i=0;i&lt;<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>.size();i++)
00120         {
00121                 <span class="keywordflow">if</span>(<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i])
00122                         <span class="keyword">delete</span> <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">_ShapeBankArray</a>[i];
00123         }
00124 
00125         <span class="comment">// clears containers</span>
00126         <a class="code" href="a05378.html#a381">contReset</a>(_ShapeBankArray);
00127         <a class="code" href="a05378.html#a381">contReset</a>(_ShapeMap);
00128 
00129         <span class="comment">// reset render part.</span>
00130         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">_VertexStream</a>.release();
00131 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_6" doxytag="NL3D::CLodCharacterManager::setMaxVertex" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::setMaxVertex </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>maxVertex</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
set the max number of vertices the manager can render in one time. Default is 3000 vertices. nlassert if <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering()</a>
<p>
Definition at line <a class="el" href="a05935.html#l00260">260</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00268">_MaxNumVertices</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00261 {
00262         <span class="comment">// we must not be beewteen beginRender() and endRender()</span>
00263         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00264         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">_MaxNumVertices</a>= maxVertex;
00265 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_7" doxytag="NL3D::CLodCharacterManager::setupNormalCorrectionMatrix" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::setupNormalCorrectionMatrix </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="a02851.html">CMatrix</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>normalMatrix</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Setup a correction matrix for Lighting. Normals are multiplied with this matrix before lighting. This is important in Ryzom because models (and so Lods) are building with eye looking in Y&lt;0. But they are animated with eye looking in X&gt;0. The default setup is hence a matrix wich do a RotZ+=90. <dl compact><dt><b>See also:</b></dt><dd><a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_0">addRenderCharacterKey</a></dd></dl>

<p>
Definition at line <a class="el" href="a05935.html#l00776">776</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00281">_LightCorrectionMatrix</a>, <a class="el" href="a05972.html#l00914">NLMISC::CMatrix::invert()</a>, and <a class="el" href="a05972.html#l00267">NLMISC::CMatrix::setPos()</a>.
<p>
<div class="fragment"><pre>00777 {
00778         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>= normalMatrix;
00779         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>.setPos(CVector::Null);
00780         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">_LightCorrectionMatrix</a>.invert();
00781 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz346_8" doxytag="NL3D::CLodCharacterManager::setVertexStreamNumVBHard" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::setVertexStreamNumVBHard </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>numVBHard</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
set the number of vbhard to allocate for the vertexStream. The more, the better (no lock stall). Default is 8. With MaxVertices==3000 and numVBHard==8, this led us with 576 Ko in AGP. And this is sufficient cause it can handle 300 entities of approx 80 vertices each frame with no lock at all.
<p>
Definition at line <a class="el" href="a05935.html#l00268">268</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05936.html#l00269">_NumVBHard</a>, <a class="el" href="a05936.html#l00209">isRendering()</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
<p>
<div class="fragment"><pre>00269 {
00270         <span class="comment">// we must not be beewteen beginRender() and endRender()</span>
00271         <a class="code" href="a04199.html#a6">nlassert</a>(!<a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz346_5">isRendering</a>());
00272         <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">_NumVBHard</a>= numVBHard;
00273 }
</pre></div>    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz348_5" doxytag="NL3D::CLodCharacterManager::startTextureCompute" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::startTextureCompute </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top"><a class="el" href="a02799.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
          <td class="mdname1" valign="top" nowrap> <em>instance</em>          </td>
          <td class="md" valign="top">&nbsp;)&nbsp;</td>
          <td class="md" nowrap></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available 
<p>

<p>
Definition at line <a class="el" href="a05935.html#l00934">934</a> of file <a class="el" href="a05935.html">lod_character_manager.cpp</a>.
<p>
References <a class="el" href="a05935.html#l00915">getTextureInstance()</a>, <a class="el" href="a05935.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="a05935.html#l00064">NL3D_CLOD_DEFAULT_TEXCOLOR</a>, <a class="el" href="a05942.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="a05942.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="a05981.html#l00105">uint</a>, <a class="el" href="a05646.html#l00236">x</a>, and <a class="el" href="a05646.html#l00236">y</a>.
<p>
Referenced by <a class="el" href="a06393.html#l00866">NL3D::CSkeletonModel::computeLodTexture()</a>.
<p>
<div class="fragment"><pre>00935 {
00936         <a class="code" href="a03337.html">CRGBA</a>   *dst= <a class="code" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_0">getTextureInstance</a>(instance);
00937         <span class="keywordflow">if</span>(!dst)
00938                 <span class="keywordflow">return</span> <span class="keyword">false</span>;
00939 
00940         <span class="comment">// erase the texture with 0,0,0,255. Alpha is actually the min "Quality" part of the CTUVQ.</span>
00941         <a class="code" href="a03337.html">CRGBA</a>   col= <a class="code" href="a04512.html#a9">NL3D_CLOD_DEFAULT_TEXCOLOR</a>;
00942         <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a573">y</a>=0;<a class="code" href="a04223.html#a573">y</a>&lt;<a class="code" href="a04519.html#a1">NL3D_CLOD_TEXT_HEIGHT</a>;<a class="code" href="a04223.html#a573">y</a>++)
00943         {
00944                 <span class="comment">// erase the line</span>
00945                 <span class="keywordflow">for</span>(<a class="code" href="a04558.html#a15">uint</a> <a class="code" href="a04223.html#a572">x</a>=0;<a class="code" href="a04223.html#a572">x</a>&lt;<a class="code" href="a04519.html#a0">NL3D_CLOD_TEXT_WIDTH</a>;<a class="code" href="a04223.html#a572">x</a>++)
00946                         dst[<a class="code" href="a04223.html#a572">x</a>]= col;
00947                 <span class="comment">// Next line</span>
00948                 dst+= <a class="code" href="a04512.html#a7">NL3D_CLOD_BIGTEXT_WIDTH</a>;
00949         }
00950 
00951         <span class="keywordflow">return</span> <span class="keyword">true</span>;
00952 }
</pre></div>    </td>
  </tr>
</table>
<hr><h2>Field Documentation</h2>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz352_1" doxytag="NL3D::CLodCharacterManager::_BigTexture" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03408.html">CSmartPtr</a>&lt;<a class="el" href="a03486.html">CTextureBlank</a>&gt; <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_1">NL3D::CLodCharacterManager::_BigTexture</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00290">290</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, <a class="el" href="a05935.html#l00992">endTextureCompute()</a>, and <a class="el" href="a05935.html#l00915">getTextureInstance()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_0" doxytag="NL3D::CLodCharacterManager::_CurrentTriId" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_0">NL3D::CLodCharacterManager::_CurrentTriId</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00277">277</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, and <a class="el" href="a05935.html#l00736">endRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_1" doxytag="NL3D::CLodCharacterManager::_CurrentVertexId" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_1">NL3D::CLodCharacterManager::_CurrentVertexId</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00267">267</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, and <a class="el" href="a05935.html#l00736">endRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz352_2" doxytag="NL3D::CLodCharacterManager::_FreeIds" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a04558.html#a15">uint</a>&gt; <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_2">NL3D::CLodCharacterManager::_FreeIds</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00292">292</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, <a class="el" href="a05935.html#l00844">initInstance()</a>, and <a class="el" href="a05935.html#l00897">releaseInstance()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_2" doxytag="NL3D::CLodCharacterManager::_LightCorrectionMatrix" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02851.html">CMatrix</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_2">NL3D::CLodCharacterManager::_LightCorrectionMatrix</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00281">281</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, and <a class="el" href="a05935.html#l00776">setupNormalCorrectionMatrix()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_3" doxytag="NL3D::CLodCharacterManager::_LockDone" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_3">NL3D::CLodCharacterManager::_LockDone</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00274">274</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, and <a class="el" href="a05935.html#l00736">endRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_4" doxytag="NL3D::CLodCharacterManager::_ManagerMatrixPos" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">CVector</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_4">NL3D::CLodCharacterManager::_ManagerMatrixPos</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00262">262</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, and <a class="el" href="a05935.html#l00736">endRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_5" doxytag="NL3D::CLodCharacterManager::_Material" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02839.html">CMaterial</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_5">NL3D::CLodCharacterManager::_Material</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00265">265</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_6" doxytag="NL3D::CLodCharacterManager::_MaxNumVertices" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_6">NL3D::CLodCharacterManager::_MaxNumVertices</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00268">268</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, <a class="el" href="a05936.html#l00163">getMaxVertex()</a>, and <a class="el" href="a05935.html#l00260">setMaxVertex()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_7" doxytag="NL3D::CLodCharacterManager::_NumVBHard" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_7">NL3D::CLodCharacterManager::_NumVBHard</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00269">269</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, <a class="el" href="a05936.html#l00173">getVertexStreamNumVBHard()</a>, and <a class="el" href="a05935.html#l00268">setVertexStreamNumVBHard()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_8" doxytag="NL3D::CLodCharacterManager::_Rendering" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> bool <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_8">NL3D::CLodCharacterManager::_Rendering</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00273">273</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00068">CLodCharacterManager()</a>, <a class="el" href="a05935.html#l00736">endRender()</a>, and <a class="el" href="a05936.html#l00209">isRendering()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerr0" doxytag="NL3D::CLodCharacterManager::_ShapeBankArray" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a02807.html">CLodCharacterShapeBank</a>*&gt; <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerr0">NL3D::CLodCharacterManager::_ShapeBankArray</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Array of shapeBank. 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00253">253</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00212">compile()</a>, <a class="el" href="a05935.html#l00134">createShapeBank()</a>, <a class="el" href="a05935.html#l00171">deleteShapeBank()</a>, <a class="el" href="a05935.html#l00153">getShapeBank()</a>, and <a class="el" href="a05935.html#l00114">reset()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerr1" doxytag="NL3D::CLodCharacterManager::_ShapeMap" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagery2">TStrIdMap</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerr1">NL3D::CLodCharacterManager::_ShapeMap</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Map of shape id. 
<p>

<p>
Definition at line <a class="el" href="a05936.html#l00256">256</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00212">compile()</a>, <a class="el" href="a05935.html#l00184">getShapeIdByName()</a>, and <a class="el" href="a05935.html#l00114">reset()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz352_3" doxytag="NL3D::CLodCharacterManager::_TmpBitmaps" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a02812.html">CLodCharacterTmpBitmap</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz352_3">NL3D::CLodCharacterManager::_TmpBitmaps</a>[256]<code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00295">295</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00955">addTextureCompute()</a>, <a class="el" href="a05935.html#l00992">endTextureCompute()</a>, and <a class="el" href="a05936.html#l00233">getTmpBitmap()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_9" doxytag="NL3D::CLodCharacterManager::_Triangles" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="a04558.html#a11">uint32</a>&gt; <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_9">NL3D::CLodCharacterManager::_Triangles</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00278">278</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_10" doxytag="NL3D::CLodCharacterManager::_VertexData" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a>* <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_10">NL3D::CLodCharacterManager::_VertexData</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00271">271</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_11" doxytag="NL3D::CLodCharacterManager::_VertexSize" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_11">NL3D::CLodCharacterManager::_VertexSize</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00272">272</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, and <a class="el" href="a05935.html#l00276">beginRender()</a>.    </td>
  </tr>
</table>
<a class="anchor" name="NL3D_1_1CLodCharacterManagerz350_12" doxytag="NL3D::CLodCharacterManager::_VertexStream" ></a><p>
<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
  <tr>
    <td class="mdRow">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> <a class="el" href="a03703.html">CVertexStreamManager</a> <a class="el" href="a02800.html#NL3D_1_1CLodCharacterManagerz350_12">NL3D::CLodCharacterManager::_VertexStream</a><code> [private]</code>
      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>

<p>
Definition at line <a class="el" href="a05936.html#l00270">270</a> of file <a class="el" href="a05936.html">lod_character_manager.h</a>.
<p>
Referenced by <a class="el" href="a05935.html#l00359">addRenderCharacterKey()</a>, <a class="el" href="a05935.html#l00276">beginRender()</a>, <a class="el" href="a05935.html#l00736">endRender()</a>, and <a class="el" href="a05935.html#l00114">reset()</a>.    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="a05936.html">lod_character_manager.h</a><li><a class="el" href="a05935.html">lod_character_manager.cpp</a></ul>
<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 06:49:53 2004 for NeL by
<a href="http://www.doxygen.org/index.html">
<img src="doxygen.png" alt="doxygen" align="middle" border=0 > 
</a>1.3.6 </small></address>
</body>
</html>