torque Torque Game Engine Documentation
TGE Version 1.5.2

TSSortedMesh Class Reference

#include <tsSortedMesh.h>

Inheritance diagram for TSSortedMesh:

Inheritance graph
[legend]

Detailed Description

TSSortedMesh is for meshes that need sorting (obviously).

Such meshes are usually partially or completely composed of translucent/parent polygons.


Public Types

typedef TSMesh Parent

Public Member Functions

void render (S32 frame, S32 matFrame, TSMaterialList *)
void renderFog (S32 frame)
bool buildPolyList (S32 frame, AbstractPolyList *polyList, U32 &surfaceKey)
bool castRay (S32 frame, const Point3F &start, const Point3F &end, RayInfo *rayInfo)
bool buildConvexHull ()
 does nothing, skins don't use this
S32 getNumPolys ()
void assemble (bool skip)
 persist methods...
void disassemble ()
 TSSortedMesh ()

Data Fields

ToolVector< Clusterclusters
 All of the clusters of primitives to be drawn.
ToolVector< S32startCluster
 indexed by frame number
ToolVector< S32firstVerts
 indexed by frame number
ToolVector< S32numVerts
 indexed by frame number
ToolVector< S32firstTVerts
 indexed by frame number or matFrame number, depending on which one animates (never both)
bool alwaysWriteDepth
 sometimes, we want to write the depth value to the frame buffer even when object is translucent

Data Structures

struct  Cluster
 This is a group of primitives that belong "together" in the rendering sequence. More...


Member Typedef Documentation


Constructor & Destructor Documentation

TSSortedMesh::TSSortedMesh (  )  [inline]


Member Function Documentation

void TSSortedMesh::render ( S32  frame,
S32  matFrame,
TSMaterialList  
) [virtual]

Reimplemented from TSMesh.

void TSSortedMesh::renderFog ( S32  frame  ) 

bool TSSortedMesh::buildPolyList ( S32  frame,
AbstractPolyList polyList,
U32 surfaceKey 
) [virtual]

Reimplemented from TSMesh.

bool TSSortedMesh::castRay ( S32  frame,
const Point3F start,
const Point3F end,
RayInfo rayInfo 
) [virtual]

Reimplemented from TSMesh.

bool TSSortedMesh::buildConvexHull (  )  [virtual]

does nothing, skins don't use this

Returns:
false ALWAYS

Reimplemented from TSMesh.

S32 TSSortedMesh::getNumPolys (  )  [virtual]

Reimplemented from TSMesh.

void TSSortedMesh::assemble ( bool  skip  )  [virtual]

persist methods...

Reimplemented from TSMesh.

void TSSortedMesh::disassemble (  )  [virtual]

Reimplemented from TSMesh.


Field Documentation

All of the clusters of primitives to be drawn.

indexed by frame number

indexed by frame number

indexed by frame number

indexed by frame number or matFrame number, depending on which one animates (never both)

sometimes, we want to write the depth value to the frame buffer even when object is translucent




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