Castor3D
0.16.0
Multiplatform 3D engine
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Castor3D
Render
Culling
Namespaces
CullingModule.hpp File Reference
Namespaces
namespace
castor3d
Culling
using
castor3d::SceneCullerSignalFunction
=
castor::Function
< void(
SceneCuller
const & ) >
using
castor3d::SceneCullerSignal
=
castor::SignalT
<
SceneCullerSignalFunction
>
using
castor3d::SceneCullerSignalConnection
=
castor::ConnectionT
<
SceneCullerSignal
>
using
castor3d::SceneCullerSubmeshSignalFunction
=
castor::Function
< void(
SceneCuller
const &,
CulledNodeT
<
SubmeshRenderNode
> const &, bool ) >
using
castor3d::SceneCullerSubmeshSignal
=
castor::SignalT
<
SceneCullerSubmeshSignalFunction
>
using
castor3d::SceneCullerSubmeshSignalConnection
=
castor::ConnectionT
<
SceneCullerSubmeshSignal
>
using
castor3d::SceneCullerBillboardSignalFunction
=
castor::Function
< void(
SceneCuller
const &,
CulledNodeT
<
BillboardRenderNode
> const &, bool ) >
using
castor3d::SceneCullerBillboardSignal
=
castor::SignalT
<
SceneCullerBillboardSignalFunction
>
using
castor3d::SceneCullerBillboardSignalConnection
=
castor::ConnectionT
<
SceneCullerBillboardSignal
>
using
castor3d::PipelineNodes
=
castor::Array
< uint32_t,
MaxNodesPerPipeline
>
castor3d::CU_DeclareSmartPtr
(castor3d,
SceneCuller
,
C3D_API
)
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