#include <BaseMesh.hh>
|
virtual | ~BaseSubMesh () |
|
virtual void | Destroy () override |
| Destroy any resources associated with this object. Invoking any other functions after destroying an object will result in undefined behavior. More...
|
|
virtual MaterialPtr | Material () const override |
| Get the currently assigned material. More...
|
|
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. More...
|
|
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. More...
|
|
virtual void | SetMaterial (MaterialPtr _material, bool _unique=true) override |
| Set the materials of this SubMesh. More...
|
|
virtual void | SetMaterialImpl (MaterialPtr _material)=0 |
| Engine implementation for setting the material of this SubMesh. More...
|
|
virtual | ~SubMesh () |
| Deconstructor. More...
|
|
virtual | ~Object () |
| Destructor. More...
|
|
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. More...
|
|
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. More...
|
|
virtual void | PostRender ()=0 |
| Post process this object and any of its children after rendering. More...
|
|
virtual ScenePtr | Scene () const =0 |
| Get the Scene that created this object. More...
|
|
◆ BaseSubMesh()
◆ ~BaseSubMesh()
◆ Destroy()
Destroy any resources associated with this object. Invoking any other functions after destroying an object will result in undefined behavior.
Implements Object.
Reimplemented in OgreSubMesh.
◆ 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.
◆ SetMaterial() [1/2]
void SetMaterial |
( |
const std::string & |
_name, |
|
|
bool |
_unique = true |
|
) |
| |
|
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
-
[in] | _name | Name of registered Material |
[in] | _unique | True if the specified material should be cloned |
Implements SubMesh.
◆ SetMaterial() [2/2]
void SetMaterial |
( |
MaterialPtr |
_material, |
|
|
bool |
_unique = true |
|
) |
| |
|
overridevirtual |
Set the materials of this SubMesh.
- Parameters
-
[in] | _material | New Material to be assigned |
[in] | _unique | True if the given material should be cloned |
Implements SubMesh.
◆ SetMaterialImpl()
◆ material
Pointer to currently assigned material.
◆ ownsMaterial
bool ownsMaterial = false |
|
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: