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void | Init () |
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void | Destroy () |
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void | ResolveExplicit (MyLodStrategyInfo strategyInfo, ulong currentFrameId, int lodNum, List< int > activePassIds) |
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void | ResolveNoTransition (MyLodStrategyInfo strategyInfo, ulong currentFrameId, Vector3D cameraPos, Vector3D instancePos, List< int > activePassIds, MyLodStrategyPreprocessor preprocessor) |
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void | ResolveSmoothly (MyLodStrategyInfo strategyInfo, ulong currentFrameId, float timeDeltaSeconds, Vector3D cameraPos, Vector3D instancePos, List< int > activePassIds, MyLodStrategyPreprocessor preprocessor) |
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void | SetExplicitLodState (MyLodStrategyInfo strategyInfo, MyInstanceLodState state, float stateData) |
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int | GetLodsCount (int passId) |
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void | GetLod (int passId, int i, out int lodNum, out MyInstanceLodState stateId, out float stateData) |
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Definition at line 158 of file MyLodStrategy.cs.
void VRage.Render11.GeometryStage2.Instancing.MyLodStrategy.Destroy |
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inline |
void VRage.Render11.GeometryStage2.Instancing.MyLodStrategy.GetLod |
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int |
passId, |
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int |
i, |
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out int |
lodNum, |
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out MyInstanceLodState |
stateId, |
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out float |
stateData |
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) |
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int VRage.Render11.GeometryStage2.Instancing.MyLodStrategy.GetLodsCount |
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int |
passId | ) |
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inline |
void VRage.Render11.GeometryStage2.Instancing.MyLodStrategy.Init |
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inline |
void VRage.Render11.GeometryStage2.Instancing.MyLodStrategy.ResolveExplicit |
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MyLodStrategyInfo |
strategyInfo, |
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ulong |
currentFrameId, |
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int |
lodNum, |
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List< int > |
activePassIds |
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) |
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inline |
The documentation for this class was generated from the following file: