#include <BaseMesh.hh>
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| virtual | ~BaseSubMesh () |
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| virtual void | Destroy () override |
| | Destroy any resources associated with this object. Invoking any other functions after destroying an object will result in undefined behavior.
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| virtual MaterialPtr | Material () const override |
| | Get the currently assigned material.
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| virtual void | PreRender () override |
| | Prepare this object and any of its children for rendering. This should be called for each object in a scene just before rendering, which can be achieved by a single call to Scene::PreRender.
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| virtual void | SetMaterial (const std::string &_name, bool _unique=true) override |
| | Set the materials of this SubMesh. The specified material will be retrieved from the parent Scene. If no material is registered by the given name, no work will be done.
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| virtual void | SetMaterial (MaterialPtr _material, bool _unique=true) override |
| | Set the materials of this SubMesh.
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| virtual void | SetMaterialImpl (MaterialPtr _material)=0 |
| | Engine implementation for setting the material of this SubMesh.
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| virtual | ~SubMesh () |
| | Destructor.
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| virtual | ~Object () |
| | Destructor.
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| virtual unsigned int | Id () const =0 |
| | Get the object ID. This ID will be unique across all objects inside a given scene, but necessarily true for objects across different scenes.
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| virtual std::string | Name () const =0 |
| | Get the object name. This name will be unique across all objects inside a given scene, but necessarily true for objects across different scenes.
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| virtual void | PostRender ()=0 |
| | Post process this object and any of its children after rendering.
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| virtual ScenePtr | Scene () const =0 |
| | Get the Scene that created this object.
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| MaterialPtr | material |
| | Pointer to currently assigned material.
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| bool | ownsMaterial = false |
| | Flag to indicate whether or not this submesh should be responsible for destroying the material.
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◆ BaseSubMesh()
◆ ~BaseSubMesh()
◆ Destroy()
◆ Material()
Get the currently assigned material.
- Returns
- The currently assigned material
Implements SubMesh.
◆ PreRender()
Prepare this object and any of its children for rendering. This should be called for each object in a scene just before rendering, which can be achieved by a single call to Scene::PreRender.
Implements Object.
References Object::PreRender().
◆ SetMaterial() [1/2]
template<class T >
| void SetMaterial |
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const std::string & |
_name, |
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bool |
_unique = true |
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) |
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overridevirtual |
Set the materials of this SubMesh. The specified material will be retrieved from the parent Scene. If no material is registered by the given name, no work will be done.
- Parameters
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| [in] | _name | Name of registered Material |
| [in] | _unique | True if the specified material should be cloned |
Implements SubMesh.
References Scene::Material().
◆ SetMaterial() [2/2]
template<class T >
| void SetMaterial |
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MaterialPtr |
_material, |
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bool |
_unique = true |
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) |
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overridevirtual |
◆ SetMaterialImpl()
◆ material
Pointer to currently assigned material.
◆ ownsMaterial
template<class T >
| bool ownsMaterial = false |
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protected |
Flag to indicate whether or not this submesh should be responsible for destroying the material.
The documentation for this class was generated from the following file: