Nebula
|
#include <modelcontext.h>
The bounding boxes are used by visibility and the states by rendering.
Util::PinnedArray<0xFFFF, Math::bbox> Models::ModelContext::ModelInstance::Renderable::nodeBoundingBoxes |
Util::PinnedArray<0xFFFF, Util::Tuple<uint32, uint32> > Models::ModelContext::ModelInstance::Renderable::nodeDrawModifiers |
Util::PinnedArray<0xFFFF, NodeInstanceFlags> Models::ModelContext::ModelInstance::Renderable::nodeFlags |
Util::PinnedArray<0xFFFF, Util::Tuple<float, float> > Models::ModelContext::ModelInstance::Renderable::nodeLodDistances |
Util::PinnedArray<0xFFFF, float> Models::ModelContext::ModelInstance::Renderable::nodeLods |
Util::PinnedArray<0xFFFF, Materials::MaterialId> Models::ModelContext::ModelInstance::Renderable::nodeMaterials |
Util::PinnedArray<0xFFFF, const MaterialTemplates::Entry*> Models::ModelContext::ModelInstance::Renderable::nodeMaterialTemplates |
Util::PinnedArray<0xFFFF, CoreGraphics::MeshId> Models::ModelContext::ModelInstance::Renderable::nodeMeshes |
Util::PinnedArray<0xFFFF, CoreGraphics::PrimitiveGroup> Models::ModelContext::ModelInstance::Renderable::nodePrimitiveGroup |
Util::PinnedArray<0xFFFF, Models::ModelNode*> Models::ModelContext::ModelInstance::Renderable::nodes |
Util::PinnedArray<0xFFFF, uint64> Models::ModelContext::ModelInstance::Renderable::nodeSortId |
Util::PinnedArray<0xFFFF, void*> Models::ModelContext::ModelInstance::Renderable::nodeSpecialData |
Util::PinnedArray<0xFFFF, NodeInstanceState> Models::ModelContext::ModelInstance::Renderable::nodeStates |
Util::PinnedArray<0xFFFF, uint32> Models::ModelContext::ModelInstance::Renderable::nodeTransformIndex |
Util::PinnedArray<0xFFFF, Models::NodeType> Models::ModelContext::ModelInstance::Renderable::nodeTypes |
Util::PinnedArray<0xFFFF, Math::bbox> Models::ModelContext::ModelInstance::Renderable::origBoundingBoxes |
Util::PinnedArray<0xFFFF, float> Models::ModelContext::ModelInstance::Renderable::textureLods |