#include <RenderPassCuller.h>
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static void | FrustumCull (const NodeCullParams ¶ms, U16 cullFlags, const SceneGraph &sceneGraph, const SceneState &sceneState, PlatformContext &context, VisibleNodeList<> &nodesOut) |
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static void | FrustumCull (const PlatformContext &context, const NodeCullParams ¶ms, const U16 cullFlags, const vector< SceneGraphNode * > &nodes, VisibleNodeList<> &nodesOut) |
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static void | ToVisibleNodes (const Camera *camera, const vector< SceneGraphNode * > &nodes, VisibleNodeList<> &nodesOut) |
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Definition at line 143 of file RenderPassCuller.h.
◆ EntityFilter
Enumerator |
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PRIMITIVES | |
MESHES | |
TERRAIN | |
VEGETATION | |
WATER | |
SKY | |
PARTICLES | |
COUNT | |
Definition at line 144 of file RenderPassCuller.h.
◆ FilterMask()
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inlinestaticprivatenoexcept |
◆ FrustumCull() [1/2]
◆ FrustumCull() [2/2]
◆ FrustumCullNode()
This method performs the visibility check on the given node and all of its children and adds them to the RenderQueue.
Definition at line 119 of file RenderPassCuller.cpp.
◆ PostCullNodes()
◆ ToVisibleNodes()
The documentation for this struct was generated from the following files: