Castor3D 0.16.0
Multiplatform 3D engine
|
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 | castor::OwnedBy< RenderQueue const > | inline |
getPassPipelineNodes() const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(PipelineBaseHash const &hash, ashes::BufferBase const &buffer) const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(Submesh const &submesh, Pass const &pass, ashes::BufferBase const &buffer, bool isFrontCulled) const | castor3d::QueueRenderNodes | |
getPipelineNodesIndex(BillboardBase const &billboard, Pass const &pass, ashes::BufferBase const &buffer, 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) | 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 | |
sortNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::QueueRenderNodes | |
updateNodes(ShadowMapLightTypeArray const &shadowMaps, ShadowBuffer const *shadowBuffer) | castor3d::QueueRenderNodes | |
~QueueRenderNodes() noexcept | castor3d::QueueRenderNodes |