#include <OgreRenderQueue.h>
Public Types | |
| typedef std::map< uint8, RenderQueueGroup * > | RenderQueueGroupMap |
| typedef MapIterator< RenderQueueGroupMap > | QueueGroupIterator |
| Iterator over queue groups. | |
Public Member Functions | |
| RenderQueue () | |
| virtual | ~RenderQueue () |
| void | clear (bool destroyPassMaps=false) |
| Empty the queue - should only be called by SceneManagers. | |
| RenderQueueGroup * | getQueueGroup (uint8 qid) |
| Get a render queue group. | |
| void | addRenderable (Renderable *pRend, uint8 groupID, ushort priority) |
| Add a renderable object to the queue. | |
| void | addRenderable (Renderable *pRend, uint8 groupId) |
| Add a renderable object to the queue. | |
| void | addRenderable (Renderable *pRend) |
| Add a renderable object to the queue. | |
| uint8 | getDefaultQueueGroup (void) const |
| Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. | |
| void | setDefaultRenderablePriority (ushort priority) |
| Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. | |
| ushort | getDefaultRenderablePriority (void) const |
| Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use. | |
| void | setDefaultQueueGroup (uint8 grp) |
| Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. | |
| QueueGroupIterator | _getQueueGroupIterator (void) |
| Internal method, returns an iterator for the queue groups. | |
| void | setSplitPassesByLightingType (bool split) |
| Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal. | |
| void | setSplitNoShadowPasses (bool split) |
| Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used. | |
| void | setShadowCastersCannotBeReceivers (bool ind) |
| Sets whether or not objects which cast shadows should be treated as never receiving shadows. | |
| void | setRenderableListener (RenderableListener *listener) |
| Set a renderable listener on the queue. | |
| RenderableListener * | getRenderableListener (void) const |
Protected Attributes | |
| RenderQueueGroupMap | mGroups |
| uint8 | mDefaultQueueGroup |
| The current default queue group. | |
| ushort | mDefaultRenderablePriority |
| The default priority. | |
| bool | mSplitPassesByLightingType |
| bool | mSplitNoShadowPasses |
| bool | mShadowCastersCannotBeReceivers |
| RenderableListener * | mRenderableListener |
Classes | |
| class | RenderableListener |
| Class to listen in on items being added to the render queue. More... | |
Definition at line 82 of file OgreRenderQueue.h.
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Iterator over queue groups.
Definition at line 87 of file OgreRenderQueue.h. |
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Definition at line 85 of file OgreRenderQueue.h. |
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Internal method, returns an iterator for the queue groups.
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Add a renderable object to the queue.
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Add a renderable object to the queue.
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Add a renderable object to the queue.
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Empty the queue - should only be called by SceneManagers.
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Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
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Gets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
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Get a render queue group.
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Definition at line 249 of file OgreRenderQueue.h. |
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Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.
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Sets the current default renderable priority, which will be used for all renderables which do not specify which priority they wish to use.
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Set a renderable listener on the queue.
Definition at line 246 of file OgreRenderQueue.h. |
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Sets whether or not objects which cast shadows should be treated as never receiving shadows.
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Sets whether or not the queue will split passes which have shadow receive turned off (in their parent material), which is needed when certain shadow techniques are used.
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Sets whether or not the queue will split passes by their lighting type, ie ambient, per-light and decal.
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The current default queue group.
Definition at line 121 of file OgreRenderQueue.h. |
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The default priority.
Definition at line 123 of file OgreRenderQueue.h. |
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Definition at line 119 of file OgreRenderQueue.h. |
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Definition at line 129 of file OgreRenderQueue.h. |
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Definition at line 127 of file OgreRenderQueue.h. |
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Definition at line 126 of file OgreRenderQueue.h. |
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Definition at line 125 of file OgreRenderQueue.h. |
Copyright © 2000-2005 by The OGRE Team

This work is licensed under a Creative Commons Attribution-ShareAlike 2.5 License.
Last modified Sun Sep 30 10:52:29 2007