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VR-Forces 4.8 Class Documentation
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handles the running of the compute shader pass for indirect culling, LODing and switches More...
Classes | |
| struct | CullShaders |
| struct used to cache the cull shaders and programs so they are not created by every instance of DtIndirectCullPass More... | |
Public Member Functions | |
| virtual | ~DtIndirectCullPass () |
| virtual void | deleteShaders (bool viaDestructor) const |
| Delete all the shaders used by the compute cull pass. More... | |
| virtual void | releaseGLObjects (osg::State *state) const |
| release the GL objects needed by the comput cull pass More... | |
| virtual void | initializeIfNecessary (const DtGpuCullingAndLod &gpuCullingAndLod) |
| initialize the compute shader state if needed More... | |
| virtual void | execute (const DtGpuCullingAndLod &gpuCullingAndLod, const DtIndirectViewParameters &viewParameters, const DtIndirectRenderingParameters &irParams, osg::FrameStamp *frameStamp) |
| run the compute shader pass More... | |
Protected Member Functions | |
| DtIndirectCullPass (DtDe &de) | |
| Constructor. More... | |
Static Protected Attributes | |
| static const bool | theDebugInstancesAppended |
| static std::map< std::string, CullShaders * > | theShaderCache |
Private Member Functions | |
| DtIndirectCullPass () | |
| Default Constructor not implemented – Must use DtDe constructor. More... | |
| DtIndirectCullPass (const DtIndirectCullPass &other) | |
| Copy Constructor not implemented – Copy Not Allowed. More... | |
| DtIndirectCullPass & | operator= (const DtIndirectCullPass &other) |
| Assignment Operator Not implemented – Assignment Not Allowed. More... | |
Friends | |
| class | DtIndirectCullPassCreator |
handles the running of the compute shader pass for indirect culling, LODing and switches
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Constructor.
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Default Constructor not implemented – Must use DtDe constructor.
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Copy Constructor not implemented – Copy Not Allowed.
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Assignment Operator Not implemented – Assignment Not Allowed.
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Delete all the shaders used by the compute cull pass.
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release the GL objects needed by the comput cull pass
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initialize the compute shader state if needed
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run the compute shader pass
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