iVisibilityCullerListener Struct Reference
[Visibility]
Implement this interface when you want to get notified about visible objects detected by the visibility cullers. More...
#include <iengine/viscull.h>

Public Member Functions | |
| virtual int | GetVisibleMeshes (iMeshWrapper *mw, uint32 frustum_mask, csSectorVisibleRenderMeshes *&meshList)=0 |
| Returns a list of the visible rendermeshes of a meshwrapper. | |
| virtual void | MarkVisible (iMeshWrapper *mw, int numMeshes, csSectorVisibleRenderMeshes *&meshList)=0 |
| Marks the passed rendermeshes of a meshwrapper as visible. | |
| virtual void | ObjectVisible (iVisibilityObject *visobject, iMeshWrapper *mesh, uint32 frustum_mask)=0 |
| This function is called whenever the visibilty culler discovers a new visible mesh. | |
Detailed Description
Implement this interface when you want to get notified about visible objects detected by the visibility cullers.
This callback is used by:
Definition at line 70 of file viscull.h.
Member Function Documentation
| virtual int iVisibilityCullerListener::GetVisibleMeshes | ( | iMeshWrapper * | mw, | |
| uint32 | frustum_mask, | |||
| csSectorVisibleRenderMeshes *& | meshList | |||
| ) | [pure virtual] |
Returns a list of the visible rendermeshes of a meshwrapper.
Implemented in CS::RenderManager::Implementation::ViscullCallback< RenderTree >.
| virtual void iVisibilityCullerListener::MarkVisible | ( | iMeshWrapper * | mw, | |
| int | numMeshes, | |||
| csSectorVisibleRenderMeshes *& | meshList | |||
| ) | [pure virtual] |
Marks the passed rendermeshes of a meshwrapper as visible.
Implemented in CS::RenderManager::Implementation::ViscullCallback< RenderTree >.
| virtual void iVisibilityCullerListener::ObjectVisible | ( | iVisibilityObject * | visobject, | |
| iMeshWrapper * | mesh, | |||
| uint32 | frustum_mask | |||
| ) | [pure virtual] |
This function is called whenever the visibilty culler discovers a new visible mesh.
The frustum_mask is a mask that is compatible with the current set of clip planes in the iRenderView. The mask will be true for every relevant plane. This can be used to further optimize clipping testing.
Implemented in CS::RenderManager::Implementation::ViscullCallback< RenderTree >.
The documentation for this struct was generated from the following file:
- iengine/viscull.h
Generated for Crystal Space 2.1 by doxygen 1.6.1
