OGRE-Next 3.0.0
Object-Oriented Graphics Rendering Engine
Loading...
Searching...
No Matches
Ogre::CullFrustumRequest Struct Reference

All variables are read-only for the worker threads. More...

#include <OgreSceneManager.h>

Inheritance diagram for Ogre::CullFrustumRequest:

Public Types

typedef vector< ObjectMemoryManager * >::type ObjectMemoryManagerVec

Public Member Functions

 CullFrustumRequest ()
 CullFrustumRequest (uint8 _firstRq, uint8 _lastRq, bool _casterPass, bool _addToRenderQueue, bool _cullingLights, const ObjectMemoryManagerVec *_objectMemManager, const Camera *_camera, const Camera *_lodCamera)

Public Attributes

bool addToRenderQueue
 Whether we should immediately add to render queue v2 objects.
Camera const * camera
 Camera whose frustum we're to cull against. Must be const (read only for all threads).
bool casterPass
 Whether this is a shadow mapping pass.
bool cullingLights
uint8 firstRq
 First RenderQueue ID to render (inclusive).
uint8 lastRq
 Last RenderQueue ID to render (exclusive).
Camera const * lodCamera
 Camera whose frustum we're to cull against. Must be const (read only for all threads).
ObjectMemoryManagerVec const * objectMemManager
 Memory manager of the objects to cull.

Detailed Description

All variables are read-only for the worker threads.

Member Typedef Documentation

◆ ObjectMemoryManagerVec

Constructor & Destructor Documentation

◆ CullFrustumRequest() [1/2]

◆ CullFrustumRequest() [2/2]

Ogre::CullFrustumRequest::CullFrustumRequest ( uint8 _firstRq,
uint8 _lastRq,
bool _casterPass,
bool _addToRenderQueue,
bool _cullingLights,
const ObjectMemoryManagerVec * _objectMemManager,
const Camera * _camera,
const Camera * _lodCamera )
inline

Member Data Documentation

◆ addToRenderQueue

bool Ogre::CullFrustumRequest::addToRenderQueue

Whether we should immediately add to render queue v2 objects.

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ camera

Camera const* Ogre::CullFrustumRequest::camera

Camera whose frustum we're to cull against. Must be const (read only for all threads).

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ casterPass

bool Ogre::CullFrustumRequest::casterPass

Whether this is a shadow mapping pass.

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ cullingLights

bool Ogre::CullFrustumRequest::cullingLights

◆ firstRq

uint8 Ogre::CullFrustumRequest::firstRq

First RenderQueue ID to render (inclusive).

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ lastRq

uint8 Ogre::CullFrustumRequest::lastRq

Last RenderQueue ID to render (exclusive).

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ lodCamera

Camera const* Ogre::CullFrustumRequest::lodCamera

Camera whose frustum we're to cull against. Must be const (read only for all threads).

Referenced by CullFrustumRequest(), and CullFrustumRequest().

◆ objectMemManager

ObjectMemoryManagerVec const* Ogre::CullFrustumRequest::objectMemManager

Memory manager of the objects to cull.

Could contain all Lights, all Entity, etc. Could be more than one depending on the high level cull system (i.e. tree-based sys) Must be const (it is read only for all threads).

Referenced by CullFrustumRequest(), and CullFrustumRequest().


The documentation for this struct was generated from the following file: