A Manager used to display CLodCharacter instances. More...
#include <lod_character_manager.h>
Public Member Functions | |
| CLodCharacterManager () | |
| Constructor. | |
| ~CLodCharacterManager () | |
build process | |
| void | reset () |
| reset the manager. | |
| uint32 | createShapeBank () |
| create a Shape Bank. | |
| const CLodCharacterShapeBank * | getShapeBank (uint32 bankId) const |
| get a shape Bank. Useful for serialisation for example. return NULL if not found | |
| CLodCharacterShapeBank * | getShapeBank (uint32 bankId) |
| get a shape Bank. Useful for serialisation for example. return NULL if not found | |
| void | deleteShapeBank (uint32 bankId) |
| delete a Shape Bank. No-op if bad id. | |
| sint32 | getShapeIdByName (const std::string &name) const |
| Get a shapeId by its name. | |
| const CLodCharacterShape * | getShape (uint32 shapeId) const |
| Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found. | |
| bool | compile () |
| re-compile the shape map. | |
Misc | |
| bool | fastIntersect (const CLodCharacterInstance &instance, const NLMISC::CMatrix &toRaySpace, float &dist2D, float &distZ, bool computeDist2D) |
| test if the CLod intersect the ray (0, K) (after mul vertices by toRaySpace) | |
Private Types | |
| typedef std::map< std::string, uint32 > | TStrIdMap |
| Map name To Id. | |
| typedef TStrIdMap::iterator | ItStrIdMap |
| typedef TStrIdMap::const_iterator | CstItStrIdMap |
Private Attributes | |
| std::vector < CLodCharacterShapeBank * > | _ShapeBankArray |
| Array of shapeBank. | |
| TStrIdMap | _ShapeMap |
| Map of shape id. | |
render process | |
|
| |
| CVector | _ManagerMatrixPos |
| CMaterial | _Material |
| uint | _CurrentVertexId |
| uint | _MaxNumVertices |
| uint | _NumVBHard |
| CVertexStreamManager | _VertexStream |
| uint8 * | _VertexData |
| uint | _VertexSize |
| bool | _Rendering |
| bool | _LockDone |
| uint | _CurrentTriId |
| CIndexBuffer | _Triangles |
| CMatrix | _LightCorrectionMatrix |
| void | setMaxVertex (uint32 maxVertex) |
| set the max number of vertices the manager can render in one time. | |
| uint32 | getMaxVertex () const |
| see setMaxVertex() | |
| void | setVertexStreamNumVBHard (uint32 numVBHard) |
| set the number of vbhard to allocate for the vertexStream. | |
| uint32 | getVertexStreamNumVBHard () const |
| see setVertexStreamNumVBHard | |
| void | beginRender (IDriver *driver, const CVector &managerPos) |
| Start the rendering process, freeing VBuffer. | |
| bool | addRenderCharacterKey (CLodCharacterInstance &instance, const CMatrix &worldMatrix, CRGBA ambient, CRGBA diffuse, const CVector &lightDir) |
| Add an instance to the render list. | |
| void | endRender () |
| compile the rendering process, effectively rendering into driver the lods. | |
| bool | isRendering () const |
| tells if we are beetween a beginRender() and a endRender() | |
| void | setupNormalCorrectionMatrix (const CMatrix &normalMatrix) |
| Setup a correction matrix for Lighting. | |
Instance texturing. | |
|
| |
| CSmartPtr< CTextureBlank > | _BigTexture |
| std::vector< uint > | _FreeIds |
| CLodCharacterTmpBitmap | _TmpBitmaps [256] |
| void | initInstance (CLodCharacterInstance &instance) |
| Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated. | |
| void | releaseInstance (CLodCharacterInstance &instance) |
| Release a lod instance. Free texture space. | |
| bool | startTextureCompute (CLodCharacterInstance &instance) |
| reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available | |
| CLodCharacterTmpBitmap & | getTmpBitmap (uint8 id) |
| get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it. | |
| void | addTextureCompute (CLodCharacterInstance &instance, const CLodCharacterTexture &lodTexture) |
| add a texture from an instance. Texture Lookup are made in _TmpBitmaps | |
| void | endTextureCompute (CLodCharacterInstance &instance, uint numBmpToReset) |
| end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset. | |
| CRGBA * | getTextureInstance (CLodCharacterInstance &instance) |
A Manager used to display CLodCharacter instances.
Definition at line 104 of file lod_character_manager.h.
typedef TStrIdMap::const_iterator NL3D::CLodCharacterManager::CstItStrIdMap [private] |
Definition at line 255 of file lod_character_manager.h.
typedef TStrIdMap::iterator NL3D::CLodCharacterManager::ItStrIdMap [private] |
Definition at line 254 of file lod_character_manager.h.
typedef std::map<std::string, uint32> NL3D::CLodCharacterManager::TStrIdMap [private] |
Map name To Id.
Definition at line 253 of file lod_character_manager.h.
| NL3D::CLodCharacterManager::CLodCharacterManager | ( | ) |
Constructor.
Definition at line 67 of file lod_character_manager.cpp.
References _BigTexture, _FreeIds, _LightCorrectionMatrix, _LockDone, _Material, _MaxNumVertices, _NumVBHard, _Rendering, _Triangles, NL3D::ITexture::Clamp, NL3D::CMaterial::initUnlit(), NLMISC::CMatrix::invert(), NL3D::ITexture::Linear, NL3D::ITexture::LinearMipMapOff, NL3D_CLOD_BIGTEXT_HEIGHT, NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_TEXT_NUM_IDS, NL_SET_IB_NAME, NLMISC::Pi, NL3D::ITexture::RGB565, NLMISC::CBitmap::RGBA, NLMISC::CMatrix::rotateZ(), NL3D::CMaterial::setAlphaTest(), NL3D::CMaterial::setDoubleSided(), and NL3D::CMaterial::setTexture().
| NL3D::CLodCharacterManager::~CLodCharacterManager | ( | ) |
Definition at line 108 of file lod_character_manager.cpp.
References reset().
| bool NL3D::CLodCharacterManager::addRenderCharacterKey | ( | CLodCharacterInstance & | instance, | |
| const CMatrix & | worldMatrix, | |||
| CRGBA | ambient, | |||
| CRGBA | diffuse, | |||
| const CVector & | lightDir | |||
| ) |
Add an instance to the render list.
nlassert if not isRendering() initInstance() must have been called before (nlassert)
| instance | the lod instance information (with precomputed color/Uvs) | |
| worldMatrix | is the world matrix, used to display the mesh | |
| ambient | is the ambient used to simulate the lighting on the lod. | |
| diffuse | is the diffuse used to simulate the lighting on the lod. | |
| lightDir | is the diffuse used to simulate the lighting on the lod (should be the bigger light influence) Don't need to be normalized (must do it internally) |
Definition at line 362 of file lod_character_manager.cpp.
References _CurrentTriId, _CurrentVertexId, _LightCorrectionMatrix, _LockDone, _ManagerMatrixPos, _MaxNumVertices, _Triangles, _VertexData, _VertexSize, _VertexStream, NLMISC::CRGBA::A, a00, a01, a02, a10, a11, a12, a20, a21, a22, NL3D::add(), NL3D::CLodCharacterInstance::AnimId, NL3D::CLodCharacterInstance::AnimTime, NL3D::computeLodLighting(), NLMISC::CMatrix::get(), NL3D::CLodCharacterShape::getAnimKey(), NL3D::CVertexStreamManager::getDriver(), NL3D::CIndexBuffer::getIndexNumBytes(), NL3D::CLodCharacterShape::getNormals(), NL3D::CIndexBuffer::getNumIndexes(), NL3D::CLodCharacterShape::getNumTriangles(), NL3D::CLodCharacterShape::getNumVertices(), NLMISC::CMatrix::getPos(), NL3D::CIndexBufferReadWrite::getPtr(), getShape(), NL3D::CLodCharacterShape::getTriangleArray(), NL3D::CLodCharacterInstance::getUVs(), H_AUTO, NLMISC::CSystemInfo::hasMMX(), NL3D::CVertexStreamManager::isBRGA(), isRendering(), NL3D::CIndexBuffer::lock(), NL3D::CVertexStreamManager::lock(), NLMISC::CMatrix::mulVector(), NL3D_CLOD_COLOR_OFF, NL3D_CLOD_UV_OFF, NL3D_CLOD_VERTEX_SIZE, NL_LOD_CHARACTER_INDEX_FORMAT, nlassert, NLMISC::CVector::normalize(), NL3D::CIndexBuffer::setFormat(), NL3D::CIndexBuffer::setNumIndexes(), NL3D::CLodCharacterInstance::ShapeId, NLMISC::CRGBA::swapBR(), NL3D::CLodCharacterInstance::VertexAlphas, NL3D::CLodCharacterInstance::WrapMode, NL3D::CLodCharacterShape::CVector3s::x, NLMISC::CVector::x, NL3D::CLodCharacterShape::CVector3s::y, NLMISC::CVector::y, NL3D::CLodCharacterShape::CVector3s::z, and NLMISC::CVector::z.
Referenced by NL3D::CSkeletonModel::renderCLod().
| void NL3D::CLodCharacterManager::addTextureCompute | ( | CLodCharacterInstance & | instance, | |
| const CLodCharacterTexture & | lodTexture | |||
| ) |
add a texture from an instance. Texture Lookup are made in _TmpBitmaps
Definition at line 976 of file lod_character_manager.cpp.
References _TmpBitmaps, NLMISC::CRGBA::A, NL3D::CLodCharacterTmpBitmap::getPixel(), getTextureInstance(), NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_TEXT_HEIGHT, NL3D_CLOD_TEXT_SIZE, NL3D_CLOD_TEXT_WIDTH, nlassert, NL3D::CLodCharacterTexture::CTUVQ::Q, NL3D::CLodCharacterTexture::CTUVQ::T, NL3D::CLodCharacterTexture::Texture, NL3D::CLodCharacterTexture::CTUVQ::U, and NL3D::CLodCharacterTexture::CTUVQ::V.
Referenced by NL3D::CSkeletonModel::computeLodTexture().
Start the rendering process, freeing VBuffer.
nlassert if isRendering() NB: VBhard is locked here, so you must call endRender to unlock him (even if 0 meshes are rendered)
| managerPos | is to help ZBuffer Precision (see IDriver::setupViewMatrixEx). This vector is removed from all instance worldMatrixes, and a IDriver::setupModelMatrix() will be done with this position. Hence, whatever value you give, the result will be the same. But if you give a value near the camera position, ZBuffer precision will be enhanced. |
Definition at line 276 of file lod_character_manager.cpp.
References _CurrentTriId, _CurrentVertexId, _LockDone, _ManagerMatrixPos, _MaxNumVertices, _NumVBHard, _Rendering, _Triangles, _VertexSize, _VertexStream, NL3D::CVertexBuffer::getColorOff(), NL3D::CVertexStreamManager::getDriver(), NL3D::CVertexStreamManager::getMaxVertices(), NL3D::CIndexBuffer::getNumIndexes(), NL3D::CVertexStreamManager::getNumVB(), NL3D::CVertexBuffer::getTexCoordOff(), NL3D::CVertexStreamManager::getVertexSize(), H_AUTO, NL3D::CVertexStreamManager::init(), isRendering(), NL3D_CLOD_COLOR_OFF, NL3D_CLOD_UV_OFF, NL3D_CLOD_VERTEX_FORMAT, NL3D_CLOD_VERTEX_SIZE, NL_LOD_CHARACTER_INDEX_FORMAT, nlassert, NL3D::CVertexStreamManager::release(), NL3D::CIndexBuffer::setFormat(), NL3D::CIndexBuffer::setNumIndexes(), and NL3D::CVertexBuffer::setVertexFormat().
Referenced by NL3D::CSkeletonModel::renderCLod(), and NL3D::CRenderTrav::traverse().
| bool NL3D::CLodCharacterManager::compile | ( | ) |
re-compile the shape map.
This must be called after changing shape bank list. It return false if same names have been found, but it is still correctly builded.
Definition at line 212 of file lod_character_manager.cpp.
References _ShapeBankArray, _ShapeMap, NLMISC::contReset(), NL3D::CLodCharacterShape::getName(), and nlwarning.
Referenced by NL3D::CSceneUser::deleteCLodShapeBank(), and NL3D::CSceneUser::loadCLodShapeBank().
| uint32 NL3D::CLodCharacterManager::createShapeBank | ( | ) |
create a Shape Bank.
NB: a vector of ShapeBank is maintained internally, hence, not so many shapeBank should be created at same Time.
Definition at line 134 of file lod_character_manager.cpp.
References _ShapeBankArray.
Referenced by NL3D::CSceneUser::loadCLodShapeBank().
| void NL3D::CLodCharacterManager::deleteShapeBank | ( | uint32 | bankId | ) |
delete a Shape Bank. No-op if bad id.
Definition at line 171 of file lod_character_manager.cpp.
References _ShapeBankArray.
Referenced by NL3D::CSceneUser::deleteCLodShapeBank().
| void NL3D::CLodCharacterManager::endRender | ( | ) |
compile the rendering process, effectively rendering into driver the lods.
nlassert if not isRendering(). The VBHard is unlocked here.
Definition at line 756 of file lod_character_manager.cpp.
References _CurrentTriId, _CurrentVertexId, _LockDone, _ManagerMatrixPos, _Material, _Rendering, _Triangles, _VertexStream, NL3D::CVertexStreamManager::activate(), NL3D::IDriver::activeIndexBuffer(), NL3D::CVertexStreamManager::getDriver(), H_AUTO, isRendering(), nlassert, NL3D::IDriver::renderTriangles(), NLMISC::CMatrix::setPos(), NL3D::IDriver::setupModelMatrix(), NL3D::CVertexStreamManager::swapVBHard(), and NL3D::CVertexStreamManager::unlock().
Referenced by NL3D::CSkeletonModel::renderCLod(), and NL3D::CRenderTrav::traverse().
| void NL3D::CLodCharacterManager::endTextureCompute | ( | CLodCharacterInstance & | instance, | |
| uint | numBmpToReset | |||
| ) |
end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset.
Definition at line 1013 of file lod_character_manager.cpp.
References _BigTexture, NL3D::CLodCharacterInstance::_TextureId, _TmpBitmaps, NLMISC::CRGBA::A, getTextureInstance(), NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_DEFAULT_TEXCOLOR, NL3D_CLOD_TEXT_HEIGHT, NL3D_CLOD_TEXT_NLOD_WIDTH, NL3D_CLOD_TEXT_WIDTH, and NL3D::CLodCharacterTmpBitmap::reset().
Referenced by NL3D::CSkeletonModel::computeLodTexture().
| bool NL3D::CLodCharacterManager::fastIntersect | ( | const CLodCharacterInstance & | instance, | |
| const NLMISC::CMatrix & | toRaySpace, | |||
| float & | dist2D, | |||
| float & | distZ, | |||
| bool | computeDist2D | |||
| ) |
test if the CLod intersect the ray (0, K) (after mul vertices by toRaySpace)
| computeDist2D | if false and don't intersect, then return dist2D=FLT_MAX, and distZ=0 |
Definition at line 1055 of file lod_character_manager.cpp.
References a00, a01, a02, a10, a11, a12, a20, a21, a22, NL3D::CLodCharacterInstance::AnimId, NL3D::CLodCharacterInstance::AnimTime, NLMISC::CMatrix::get(), NL3D::CLodCharacterShape::getAnimKey(), NL3D::CLodCharacterShape::getNumVertices(), NLMISC::CMatrix::getPos(), NL3D::CRayMesh::getRayIntersection(), getShape(), NL3D::CLodCharacterShape::getTriangleIndices(), H_AUTO, NL3D::CLodCharacterInstance::ShapeId, NL3D::CLodCharacterInstance::WrapMode, NL3D::CLodCharacterShape::CVector3s::x, NLMISC::CVector::x, NL3D::CLodCharacterShape::CVector3s::y, NLMISC::CVector::y, NL3D::CLodCharacterShape::CVector3s::z, and NLMISC::CVector::z.
Referenced by NL3D::CSkeletonModel::fastIntersect().
| uint32 NL3D::CLodCharacterManager::getMaxVertex | ( | ) | const [inline] |
see setMaxVertex()
Definition at line 160 of file lod_character_manager.h.
References _MaxNumVertices.
| const CLodCharacterShape * NL3D::CLodCharacterManager::getShape | ( | uint32 | shapeId | ) | const |
Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found.
Definition at line 194 of file lod_character_manager.cpp.
References NL3D::CLodCharacterShapeBank::getShape(), and getShapeBank().
Referenced by addRenderCharacterKey(), NL3D::CSkeletonModel::computeCLodVertexAlpha(), fastIntersect(), NL3D::CSceneUser::getCLodAnimIdByName(), and initInstance().
| CLodCharacterShapeBank * NL3D::CLodCharacterManager::getShapeBank | ( | uint32 | bankId | ) |
get a shape Bank. Useful for serialisation for example. return NULL if not found
Definition at line 162 of file lod_character_manager.cpp.
References _ShapeBankArray.
| const CLodCharacterShapeBank * NL3D::CLodCharacterManager::getShapeBank | ( | uint32 | bankId | ) | const |
get a shape Bank. Useful for serialisation for example. return NULL if not found
Definition at line 153 of file lod_character_manager.cpp.
References _ShapeBankArray.
Referenced by getShape(), and NL3D::CSceneUser::loadCLodShapeBank().
| sint32 NL3D::CLodCharacterManager::getShapeIdByName | ( | const std::string & | name | ) | const |
Get a shapeId by its name.
-1 if not found. Call valid only if compile() has been correctly called
Definition at line 184 of file lod_character_manager.cpp.
References _ShapeMap.
Referenced by NL3D::CSceneUser::getCLodShapeIdByName().
| CRGBA * NL3D::CLodCharacterManager::getTextureInstance | ( | CLodCharacterInstance & | instance | ) | [private] |
Definition at line 936 of file lod_character_manager.cpp.
References _BigTexture, NL3D::CLodCharacterInstance::_Owner, NL3D::CLodCharacterInstance::_TextureId, NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_TEXT_HEIGHT, NL3D_CLOD_TEXT_NLOD_WIDTH, NL3D_CLOD_TEXT_NUM_IDS, NL3D_CLOD_TEXT_WIDTH, and nlassert.
Referenced by addTextureCompute(), endTextureCompute(), and startTextureCompute().
| CLodCharacterTmpBitmap& NL3D::CLodCharacterManager::getTmpBitmap | ( | uint8 | id | ) | [inline] |
get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it.
Definition at line 230 of file lod_character_manager.h.
References _TmpBitmaps.
Referenced by NL3D::CSkeletonModel::computeLodTexture().
| uint32 NL3D::CLodCharacterManager::getVertexStreamNumVBHard | ( | ) | const [inline] |
see setVertexStreamNumVBHard
Definition at line 170 of file lod_character_manager.h.
References _NumVBHard.
| void NL3D::CLodCharacterManager::initInstance | ( | CLodCharacterInstance & | instance | ) |
Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated.
Definition at line 865 of file lod_character_manager.cpp.
References _FreeIds, NL3D::CLodCharacterInstance::_Owner, NL3D::CLodCharacterInstance::_TextureId, NL3D::CLodCharacterInstance::_UVs, NL3D::CLodCharacterShape::getNumVertices(), getShape(), NL3D::CLodCharacterShape::getUVs(), NL3D_CLOD_TEXT_NLOD_HEIGHT, NL3D_CLOD_TEXT_NLOD_WIDTH, NL3D_CLOD_TEXT_NUM_IDS, nlassert, releaseInstance(), NL3D::CLodCharacterInstance::ShapeId, NLMISC::CUV::U, and NLMISC::CUV::V.
Referenced by NL3D::CSkeletonModel::setLodCharacterShape().
| bool NL3D::CLodCharacterManager::isRendering | ( | ) | const [inline] |
tells if we are beetween a beginRender() and a endRender()
Definition at line 206 of file lod_character_manager.h.
References _Rendering.
Referenced by addRenderCharacterKey(), beginRender(), endRender(), NL3D::CSkeletonModel::renderCLod(), reset(), setMaxVertex(), and setVertexStreamNumVBHard().
| void NL3D::CLodCharacterManager::releaseInstance | ( | CLodCharacterInstance & | instance | ) |
Release a lod instance. Free texture space.
Definition at line 918 of file lod_character_manager.cpp.
References _FreeIds, NL3D::CLodCharacterInstance::_Owner, NL3D::CLodCharacterInstance::_TextureId, NL3D::CLodCharacterInstance::_UVs, NLMISC::contReset(), NL3D_CLOD_TEXT_NUM_IDS, and nlassert.
Referenced by initInstance(), NL3D::CSkeletonModel::setLodCharacterShape(), and NL3D::CLodCharacterInstance::~CLodCharacterInstance().
| void NL3D::CLodCharacterManager::reset | ( | ) |
reset the manager.
Definition at line 114 of file lod_character_manager.cpp.
References _ShapeBankArray, _ShapeMap, _VertexStream, NLMISC::contReset(), isRendering(), nlassert, and NL3D::CVertexStreamManager::release().
Referenced by NL3D::CSceneUser::resetCLodManager(), and ~CLodCharacterManager().
| void NL3D::CLodCharacterManager::setMaxVertex | ( | uint32 | maxVertex | ) |
set the max number of vertices the manager can render in one time.
Default is 3000 vertices. nlassert if isRendering()
Definition at line 260 of file lod_character_manager.cpp.
References _MaxNumVertices, isRendering(), and nlassert.
| void NL3D::CLodCharacterManager::setupNormalCorrectionMatrix | ( | const CMatrix & | normalMatrix | ) |
Setup a correction matrix for Lighting.
Normals are multiplied with this matrix before lighting. This is important in Ryzom because models (and so Lods) are building with eye looking in Y<0. But they are animated with eye looking in X>0. The default setup is hence a matrix wich do a RotZ+=90.
Definition at line 797 of file lod_character_manager.cpp.
References _LightCorrectionMatrix, NLMISC::CMatrix::invert(), NLMISC::CVector::Null, and NLMISC::CMatrix::setPos().
| void NL3D::CLodCharacterManager::setVertexStreamNumVBHard | ( | uint32 | numVBHard | ) |
set the number of vbhard to allocate for the vertexStream.
The more, the better (no lock stall). Default is 8. With MaxVertices==3000 and numVBHard==8, this led us with 576 Ko in AGP. And this is sufficient cause it can handle 300 entities of approx 80 vertices each frame with no lock at all.
Definition at line 268 of file lod_character_manager.cpp.
References _NumVBHard, isRendering(), and nlassert.
| bool NL3D::CLodCharacterManager::startTextureCompute | ( | CLodCharacterInstance & | instance | ) |
reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available
Definition at line 955 of file lod_character_manager.cpp.
References getTextureInstance(), NL3D_CLOD_BIGTEXT_WIDTH, NL3D_CLOD_DEFAULT_TEXCOLOR, NL3D_CLOD_TEXT_HEIGHT, and NL3D_CLOD_TEXT_WIDTH.
Referenced by NL3D::CSkeletonModel::computeLodTexture().
Definition at line 298 of file lod_character_manager.h.
Referenced by CLodCharacterManager(), endTextureCompute(), and getTextureInstance().
Definition at line 285 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), and endRender().
Definition at line 275 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), and endRender().
std::vector<uint> NL3D::CLodCharacterManager::_FreeIds [private] |
Definition at line 300 of file lod_character_manager.h.
Referenced by CLodCharacterManager(), initInstance(), and releaseInstance().
Definition at line 289 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), CLodCharacterManager(), and setupNormalCorrectionMatrix().
bool NL3D::CLodCharacterManager::_LockDone [private] |
Definition at line 282 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), CLodCharacterManager(), and endRender().
Definition at line 270 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), and endRender().
Definition at line 273 of file lod_character_manager.h.
Referenced by CLodCharacterManager(), and endRender().
Definition at line 276 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), CLodCharacterManager(), getMaxVertex(), and setMaxVertex().
uint NL3D::CLodCharacterManager::_NumVBHard [private] |
Definition at line 277 of file lod_character_manager.h.
Referenced by beginRender(), CLodCharacterManager(), getVertexStreamNumVBHard(), and setVertexStreamNumVBHard().
bool NL3D::CLodCharacterManager::_Rendering [private] |
Definition at line 281 of file lod_character_manager.h.
Referenced by beginRender(), CLodCharacterManager(), endRender(), and isRendering().
std::vector<CLodCharacterShapeBank*> NL3D::CLodCharacterManager::_ShapeBankArray [private] |
Array of shapeBank.
Definition at line 261 of file lod_character_manager.h.
Referenced by compile(), createShapeBank(), deleteShapeBank(), getShapeBank(), and reset().
Map of shape id.
Definition at line 264 of file lod_character_manager.h.
Referenced by compile(), getShapeIdByName(), and reset().
CLodCharacterTmpBitmap NL3D::CLodCharacterManager::_TmpBitmaps[256] [private] |
Definition at line 303 of file lod_character_manager.h.
Referenced by addTextureCompute(), endTextureCompute(), and getTmpBitmap().
Definition at line 286 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), CLodCharacterManager(), and endRender().
uint8* NL3D::CLodCharacterManager::_VertexData [private] |
Definition at line 279 of file lod_character_manager.h.
Referenced by addRenderCharacterKey().
uint NL3D::CLodCharacterManager::_VertexSize [private] |
Definition at line 280 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), and beginRender().
Definition at line 278 of file lod_character_manager.h.
Referenced by addRenderCharacterKey(), beginRender(), endRender(), and reset().
1.6.1