28 #ifndef __InstanceBatchHW_H__ 29 #define __InstanceBatchHW_H__ 65 void setupVertices(
const SubMesh* baseSubMesh );
66 void setupIndices(
const SubMesh* baseSubMesh );
68 void removeBlendData();
69 virtual bool checkSubMeshCompatibility(
const SubMesh* baseSubMesh );
71 size_t updateVertexBuffer(
Camera *currentCamera );
80 size_t calculateMaxNumInstances(
const SubMesh *baseSubMesh,
uint16 flags )
const;
89 void _boundsDirty(
void);
96 void setStaticAndUpdate(
bool bStatic );
101 void getWorldTransforms(
Matrix4* xform )
const;
102 unsigned short getNumWorldTransforms(
void)
const;
106 virtual void _updateRenderQueue(
RenderQueue* queue );
bool isStatic() const
Returns true if this batch was set as static.
Class to manage the scene object rendering queue.
Defines a part of a complete mesh.
Class encapsulating a standard 4x4 homogeneous matrix.
This is the main starting point for the new instancing system.
A viewpoint from which the scene will be rendered.
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
'New' rendering operation using vertex buffers.
vector< unsigned short >::type IndexMap
This is technique requires true instancing hardware support.