TSSortedMesh Class Reference#include <tsSortedMesh.h>
Inheritance diagram for TSSortedMesh:
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Detailed Description
TSSortedMesh is for meshes that need sorting (obviously).
Such meshes are usually partially or completely composed of translucent/parent polygons.
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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
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S32 | getNumPolys () |
void | assemble (bool skip) |
| persist methods...
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void | disassemble () |
| TSSortedMesh () |
Data Fields |
ToolVector< Cluster > | clusters |
| All of the clusters of primitives to be drawn.
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ToolVector< S32 > | startCluster |
| indexed by frame number
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ToolVector< S32 > | firstVerts |
| indexed by frame number
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ToolVector< S32 > | numVerts |
| indexed by frame number
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ToolVector< S32 > | firstTVerts |
| indexed by frame number or matFrame number, depending on which one animates (never both)
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bool | alwaysWriteDepth |
| sometimes, we want to write the depth value to the frame buffer even when object is translucent
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Data Structures |
struct | Cluster |
| This is a group of primitives that belong "together" in the rendering sequence. More...
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Member Typedef Documentation
Constructor & Destructor Documentation
TSSortedMesh::TSSortedMesh |
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[inline] |
Member Function Documentation
void TSSortedMesh::renderFog |
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S32 |
frame |
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bool TSSortedMesh::buildConvexHull |
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[virtual] |
does nothing, skins don't use this
- Returns:
- false ALWAYS
Reimplemented from TSMesh.
S32 TSSortedMesh::getNumPolys |
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[virtual] |
void TSSortedMesh::assemble |
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bool |
skip |
) |
[virtual] |
persist methods...
Reimplemented from TSMesh.
void TSSortedMesh::disassemble |
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[virtual] |
Field Documentation
All of the clusters of primitives to be drawn.
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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