Inheritance diagram for RenderingRun:
Public Member Functions | |
RenderingRun (unsigned long startFrame, unsigned long updateInterval) | |
Constructor. | |
void | update (unsigned long frameNum) |
Calls updateFrame() if the run needs update according to its starting frame and update interval and has not been allready updated in this frame. | |
virtual class OgreRenderingRun * | asOgreRenderingRun () |
Conversion to OgreRenderRun. | |
Protected Member Functions | |
bool | needUpdate (unsigned long frameNum) |
Returns if this run needs update. | |
virtual void | updateFrame (unsigned long frameNum) |
This function does the actual update in a frame. | |
Protected Attributes | |
unsigned long | lastupdated |
The number of the last frame this run was updated. | |
unsigned long | startFrame |
The number of the frame this run should be updated first. | |
unsigned long | updateInterval |
Refresh frequency in frames. |
A run typically - but not necessarily or exclusively - consists of a series of rendering passes. A run is alway created to compute some kind of resource for a RenderTechnique. The type of the resource depends on the type of the run (typically it is a Texture). Runs can be attached to only one Technique (if only one of the Techniques attached to a Renderable can use this resource, and each Renderable requires a unique one), or can be shared between several Techniques and Renderables (for example a cube-map). Runs are updated only once in a frame, but not necessary in each frame.
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Constructor.
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Conversion to OgreRenderRun. This function is needed because of virtual inheritance. Reimplemented in OgreRenderingRun. |
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Returns if this run needs update.
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This function does the actual update in a frame.
Reimplemented in CausticCubeMapRenderingRun, ColorCubeMapRenderingRun, DepthShadowMapRenderingRun, DistanceCubeMapRenderingRun, PhotonMapRenderingRun, ReducedCubeMapRenderingRun, SceneCameraDepthRenderingRun, OgreDepthShadowMapRenderingRun, OgrePhotonMapRenderingRun, and OgreSceneCameraDepthRenderingRun. |