#include <OgreRenderQueue.h>
Public Types | |
typedef std::map< RenderQueueGroupID, RenderQueueGroup * > | RenderQueueGroupMap |
typedef MapIterator< RenderQueueGroupMap > | QueueGroupIterator |
Iterator over queue groups. | |
Public Member Functions | |
RenderQueue () | |
virtual | ~RenderQueue () |
void | clear (bool destroyPassMaps=false) |
Empty the queue - should only be called by SceneManagers. | |
RenderQueueGroup * | getQueueGroup (RenderQueueGroupID qid) |
Get a render queue group. | |
void | addRenderable (Renderable *pRend, RenderQueueGroupID groupID, ushort priority) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend, RenderQueueGroupID groupId) |
Add a renderable object to the queue. | |
void | addRenderable (Renderable *pRend) |
Add a renderable object to the queue. | |
RenderQueueGroupID | getDefaultQueueGroup (void) const |
Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. | |
void | setDefaultRenderablePriority (ushort priority) |
Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. | |
ushort | getDefaultRenderablePriority (void) const |
Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. | |
void | setDefaultQueueGroup (RenderQueueGroupID grp) |
Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. | |
QueueGroupIterator | _getQueueGroupIterator (void) |
Internal method, returns an iterator for the queue groups. | |
void | setSplitPassesByLightingType (bool split) |
Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. | |
void | setSplitNoShadowPasses (bool split) |
Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used. | |
Protected Attributes | |
RenderQueueGroupMap | mGroups |
RenderQueueGroupID | mDefaultQueueGroup |
The current default queue group. | |
ushort | mDefaultRenderablePriority |
The default priority. | |
bool | mSplitPassesByLightingType |
bool | mSplitNoShadowPasses |
Definition at line 73 of file OgreRenderQueue.h.
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Iterator over queue groups.
Definition at line 78 of file OgreRenderQueue.h. |
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Definition at line 76 of file OgreRenderQueue.h. |
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Internal method, returns an iterator for the queue groups.
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Add a renderable object to the queue.
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Add a renderable object to the queue.
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Add a renderable object to the queue.
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Empty the queue - should only be called by SceneManagers.
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Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
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Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
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Get a render queue group.
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Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
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Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
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Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used.
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Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
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The current default queue group.
Definition at line 82 of file OgreRenderQueue.h. |
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The default priority.
Definition at line 84 of file OgreRenderQueue.h. |
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Definition at line 80 of file OgreRenderQueue.h. |
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Definition at line 87 of file OgreRenderQueue.h. |
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Definition at line 86 of file OgreRenderQueue.h. |
Copyright © 2000-2005 by The OGRE Team
This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Feb 12 13:02:23 2006