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28 #ifndef __InstanceBatchHW_H__
29 #define __InstanceBatchHW_H__
InstanceBatchHW(InstanceManager *creator, MeshPtr &meshReference, const MaterialPtr &material, size_t instancesPerBatch, const Mesh::IndexMap *indexToBoneMap, const String &batchName)
vector< unsigned short >::type IndexMap
A viewpoint from which the scene will be rendered.
void setStaticAndUpdate(bool bStatic)
void setupVertices(const SubMesh *baseSubMesh)
This is technique requires true instancing hardware support.
This is the main starting point for the new instancing system.
bool isStatic() const
Returns true if this batch was set as static.
virtual void _updateRenderQueue(RenderQueue *queue)
Overloaded to avoid updating skeletons (which we don't support), check visibility on a per unit basis...
size_t updateVertexBuffer(Camera *currentCamera)
unsigned short getNumWorldTransforms(void) const
Returns the number of world transform matrices this renderable requires.
void getWorldTransforms(Matrix4 *xform) const
Gets the world transform matrix / matrices for this renderable object.
void buildFrom(const SubMesh *baseSubMesh, const RenderOperation &renderOperation)
Class encapsulating a standard 4x4 homogeneous matrix.
virtual bool checkSubMeshCompatibility(const SubMesh *baseSubMesh)
Returns false on errors that would prevent building this batch from the given submesh.
Defines a part of a complete mesh.
void setupIndices(const SubMesh *baseSubMesh)
void _boundsDirty(void)
Overloaded so that we don't perform needless updates when in static mode.
virtual ~InstanceBatchHW()
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
'New' rendering operation using vertex buffers.
Class to manage the scene object rendering queue.
size_t calculateMaxNumInstances(const SubMesh *baseSubMesh, uint16 flags) const
Copyright © 2012 Torus Knot Software Ltd

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