TSSortedMesh
Engine/source/ts/tsSortedMesh.h
TSSortedMesh is for meshes that need sorting (obviously).
Classes:
This is a group of primitives that belong "together" in the rendering sequence.
Public Types
Parent
Public Attributes
bool
sometimes, we want to write the depth value to the frame buffer even when object is translucent
indexed by frame number or matFrame number, depending on which one animates (never both)
indexed by frame number
indexed by frame number
Public Functions
bool
does nothing, skins don't use this
bool
buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
bool
render(S32 frame, S32 matFrame, TSMaterialList * )
Detailed Description
TSSortedMesh is for meshes that need sorting (obviously).
Such meshes are usually partially or completely composed of translucent/parent polygons.
Public Types
typedef TSMesh Parent
Public Attributes
bool alwaysWriteDepth
sometimes, we want to write the depth value to the frame buffer even when object is translucent
Vector< Cluster > clusters
All of the clusters of primitives to be drawn.
Vector< S32 > firstTVerts
indexed by frame number or matFrame number, depending on which one animates (never both)
Vector< S32 > firstVerts
indexed by frame number
Vector< S32 > numVerts
indexed by frame number
Vector< S32 > startCluster
indexed by frame number
Public Functions
TSSortedMesh()
assemble(bool skip)
Reimplemented from: TSMesh
buildConvexHull()
Reimplemented from: TSMesh
buildPolyList(S32 frame, AbstractPolyList * polyList, U32 & surfaceKey, TSMaterialList * materials)
Reimplemented from: TSMesh
castRay(S32 frame, const Point3F & start, const Point3F & end, RayInfo * rayInfo, TSMaterialList * materials)
Reimplemented from: TSMesh
disassemble()
Reimplemented from: TSMesh
getNumPolys()
render(S32 frame, S32 matFrame, TSMaterialList * )