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| MeshCommand () |
| ~MeshCommand () |
void | init (float globalZOrder, GLuint textureID, GLProgramState *glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexFormat, ssize_t indexCount, const Mat4 &mv, uint32_t flags) |
var | init ( var globalZOrder, var textureID, var glProgramState, var blendType, var vertexBuffer, var indexBuffer, var primitive, var indexFormat, var indexCount, var mv, var flags) |
local | init ( local globalZOrder, local textureID, local glProgramState, local blendType, local vertexBuffer, local indexBuffer, local primitive, local indexFormat, local indexCount, local mv, local flags) |
void | init (float globalZOrder, GLuint textureID, GLProgramState *glProgramState, BlendFunc blendType, GLuint vertexBuffer, GLuint indexBuffer, GLenum primitive, GLenum indexType, ssize_t indexCount, const Mat4 &mv) |
var | init ( var globalZOrder, var textureID, var glProgramState, var blendType, var vertexBuffer, var indexBuffer, var primitive, var indexType, var indexCount, var mv) |
local | init ( local globalZOrder, local textureID, local glProgramState, local blendType, local vertexBuffer, local indexBuffer, local primitive, local indexType, local indexCount, local mv) |
void | setCullFaceEnabled (bool enable) |
void | setCullFace (GLenum cullFace) |
void | setDepthTestEnabled (bool enable) |
void | setDepthWriteEnabled (bool enable) |
void | setDisplayColor (const Vec4 &color) |
void | setMatrixPalette (const Vec4 *matrixPalette) |
void | setMatrixPaletteSize (int size) |
void | setLightMask (unsigned int lightmask) |
void | setTransparent (bool value) |
void | execute () |
void | preBatchDraw () |
void | batchDraw () |
void | postBatchDraw () |
void | genMaterialID (GLuint texID, void *glProgramState, GLuint vertexBuffer, GLuint indexBuffer, const BlendFunc &blend) |
var | genMaterialID ( var texID, var glProgramState, var vertexBuffer, var indexBuffer, var blend) |
local | genMaterialID ( local texID, local glProgramState, local vertexBuffer, local indexBuffer, local blend) |
uint32_t | getMaterialID () const |
void | listenRendererRecreated (EventCustom *event) |
local | listenRendererRecreated ( local event) |
Public Member Functions inherited from RenderCommand |
void | init (float globalZOrder, const Mat4 &modelViewTransform, uint32_t flags) |
| Init function, will be called by all the render commands. More...
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float | getGlobalOrder () const |
| Get global Z order. More...
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Type | getType () const |
| Returns the Command type. More...
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bool | isTransparent () const |
| Retruns whether is transparent. More...
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void | setTransparent (bool isTransparent) |
| Set transparent flag. More...
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bool | isSkipBatching () const |
| Get skip batching status, if a rendering is skip batching, it will be forced to be rendering seperately. More...
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void | setSkipBatching (bool value) |
| Set skip batching. More...
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local | setSkipBatching ( local value) |
| Set skip batching. More...
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bool | is3D () const |
| Whether the command should be rendered at 3D mode. More...
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void | set3D (bool value) |
| Set the command rendered in 3D mode or not. More...
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float | getDepth () const |
| Get the depth by current model view matrix. More...
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