MeshRenderInst
Engine/source/renderInstance/renderPassManager.h
Hardware Skinning
{
Public Attributes
void *
A generic hint value passed from the game code down to the material for use by shader features.
The material to setup when drawing this instance.
The object to world transform (world transform in most API's).
If not NULL it is used to draw the primitive, else the primBuffIndex is used.
If prim is NULL then this index is used to draw the indexed primitive from the primitive buffer.
The projection matrix.
bool
The worldToCamera (view transform in most API's).
Detailed Description
Hardware Skinning
{
clear()
MatrixF * mNodeTransforms
U32 mNodeTransformCount
Vector< CustomShaderBindingData > mCustomShaderData
}
Public Attributes
GFXTextureObject * accuTex
GFXTextureObject * backBuffTex
GFXCubemap * cubemap
GFXTextureObject * fogTex
GFXTextureObject * lightmap
LightInfo * lights [8]
The lights we pass to the material for this mesh in order light importance.
void * materialHint
A generic hint value passed from the game code down to the material for use by shader features.
BaseMatInstance * matInst
The material to setup when drawing this instance.
GFXTextureObject * miscTex
const MatrixF * objectToWorld
The object to world transform (world transform in most API's).
GFXPrimitive * prim
If not NULL it is used to draw the primitive, else the primBuffIndex is used.
GFXPrimitiveBufferHandle * primBuff
U32 primBuffIndex
If prim is NULL then this index is used to draw the indexed primitive from the primitive buffer.
const MatrixF * projection
The projection matrix.
bool reflective
GFXTextureObject * reflectTex
U8 transFlags
GFXVertexBufferHandleBase * vertBuff
F32 visibility
const MatrixF * worldToCamera
The worldToCamera (view transform in most API's).