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28 #ifndef __InstanceBatchShader_H__
29 #define __InstanceBatchShader_H__
70 void setupVertices(
const SubMesh* baseSubMesh );
71 void setupIndices(
const SubMesh* baseSubMesh );
78 void setupHardwareSkinned(
const SubMesh* baseSubMesh,
VertexData *thisVertexData,
88 size_t calculateMaxNumInstances(
const SubMesh *baseSubMesh,
uint16 flags )
const;
94 void getWorldTransforms(
Matrix4* xform )
const;
95 unsigned short getNumWorldTransforms(
void)
const;
vector< unsigned short >::type IndexMap
This is the same technique the old "InstancedGeometry" implementation used (with improvements).
This is the main starting point for the new instancing system.
Summary class collecting together vertex source information.
unsigned short mNumWorldMatrices
Class encapsulating a standard 4x4 homogeneous matrix.
Defines a part of a complete mesh.
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
'New' rendering operation using vertex buffers.
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Last modified Tue Apr 13 2021 08:53:15