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Castor3D 0.17.0
Multiplatform 3D engine
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This is the complete list of members for castor3d::QueueRenderNodes, including all inherited members.
| checkEmpty() | castor3d::QueueRenderNodes | |
| clear() noexcept | castor3d::QueueRenderNodes | |
| createNode(Pass &pass, Submesh &data, Geometry &instance, AnimatedMesh *mesh, AnimatedSkeleton *skeleton) | castor3d::QueueRenderNodes | |
| createNode(Pass &pass, BillboardBase &instance) | castor3d::QueueRenderNodes | |
| fillConfig(crg::ru::Config &config) const | castor3d::QueueRenderNodes | |
| getBillboardNodes() const noexcept | castor3d::QueueRenderNodes | inline |
| getInstancedSubmeshNodes() const noexcept | castor3d::QueueRenderNodes | inline |
| getMaxPipelineId() const | castor3d::QueueRenderNodes | |
| getNodesIds() const noexcept | castor3d::QueueRenderNodes | inline |
| getOwner() const noexcept | castor::OwnedBy< RenderQueue const > | inline |
| getPassPipelineNodes() const | castor3d::QueueRenderNodes | |
| getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer) const | castor3d::QueueRenderNodes | |
| getPipelineNodesIndex(Submesh const &submesh, Pass const &pass, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer, bool isFrontCulled) const | castor3d::QueueRenderNodes | |
| getPipelineNodesIndex(BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &posBuffer, ashes::BufferBase const *idxBuffer, bool isFrontCulled) const | castor3d::QueueRenderNodes | |
| getSubmeshNodes() const noexcept | castor3d::QueueRenderNodes | inline |
| getVisibleCounts() const noexcept | castor3d::QueueRenderNodes | inline |
| hasCulledNodes() const noexcept | castor3d::QueueRenderNodes | inline |
| OwnedBy(RenderQueue const &owner) noexcept | castor::OwnedBy< RenderQueue const > | inlineexplicitprotected |
| PipelineMap typedef | castor3d::QueueRenderNodes | |
| prepareCommandBuffers(ashes::Optional< VkViewport > const &viewport, ashes::Optional< VkRect2D > const &scissors, ashes::CommandBuffer const &commandBuffer) | castor3d::QueueRenderNodes | |
| QueueRenderNodes(RenderQueue const &queue, RenderDevice const &device, castor::String const &typeName, bool meshShading) | castor3d::QueueRenderNodes | explicit |
| registerPipelineId(uint32_t pipelineId) | castor3d::QueueRenderNodes | |
| setOwner(RenderQueue const &owner) noexcept | castor::OwnedBy< RenderQueue const > | inline |
| sortNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::QueueRenderNodes | |
| updateNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::QueueRenderNodes | |
| ~QueueRenderNodes() noexcept | castor3d::QueueRenderNodes |