Castor3D 0.16.0
Multiplatform 3D engine
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#include <VertexTransformingPass.hpp>
Public Member Functions | |
VertexTransformingPass (crg::FramePass const &pass, crg::GraphContext &context, crg::RunnableGraph &graph, RenderDevice const &device, ashes::Buffer< ModelBufferConfiguration > const &modelsBuffer) | |
void | registerNode (SubmeshRenderNode const &node, TransformPipeline const &pipeline, GpuBufferOffsetT< castor::Point4f > const &morphTargets, GpuBufferOffsetT< MorphingWeightsConfiguration > const &morphingWeights, GpuBufferOffsetT< SkinningTransformsConfiguration > const &skinTransforms) |
void | unregisterNode (SubmeshRenderNode const &node) |
castor3d::VertexTransformingPass::VertexTransformingPass | ( | crg::FramePass const & | pass, |
crg::GraphContext & | context, | ||
crg::RunnableGraph & | graph, | ||
RenderDevice const & | device, | ||
ashes::Buffer< ModelBufferConfiguration > const & | modelsBuffer ) |
void castor3d::VertexTransformingPass::registerNode | ( | SubmeshRenderNode const & | node, |
TransformPipeline const & | pipeline, | ||
GpuBufferOffsetT< castor::Point4f > const & | morphTargets, | ||
GpuBufferOffsetT< MorphingWeightsConfiguration > const & | morphingWeights, | ||
GpuBufferOffsetT< SkinningTransformsConfiguration > const & | skinTransforms ) |
void castor3d::VertexTransformingPass::unregisterNode | ( | SubmeshRenderNode const & | node | ) |