Searched refs:renderSlotInfo (Results 1 – 3 of 3) sorted by relevance
246 …const IRenderNodeSceneUtil::RenderSlotInfo& renderSlotInfo, vector<SlotSubmeshIndex>& refSubmeshIn… in GetRenderSlotSubmeshes() argument262 if (renderSlotInfo.cullType == RenderSlotCullType::VIEW_FRUSTUM_CULL) { in GetRenderSlotSubmeshes()275 const auto& slotSubmeshIndices = dataStoreMaterial.GetSlotSubmeshIndices(renderSlotInfo.id); in GetRenderSlotSubmeshes()276 … const auto& slotSubmeshMatData = dataStoreMaterial.GetSlotSubmeshMaterialData(renderSlotInfo.id); in GetRenderSlotSubmeshes()285 ((renderSlotInfo.cullType != RenderSlotCullType::VIEW_FRUSTUM_CULL) || in GetRenderSlotSubmeshes()288 …const bool discardedMat = (submeshMatData.renderMaterialFlags & renderSlotInfo.materialDiscardFlag… in GetRenderSlotSubmeshes()292 if (renderSlotInfo.sortType == RenderSlotSortType::BY_MATERIAL) { in GetRenderSlotSubmeshes()306 if (renderSlotInfo.sortType == RenderSlotSortType::FRONT_TO_BACK || in GetRenderSlotSubmeshes()307 renderSlotInfo.sortType == RenderSlotSortType::BY_MATERIAL) { in GetRenderSlotSubmeshes()309 } else if (renderSlotInfo.sortType == RenderSlotSortType::BACK_TO_FRONT) { in GetRenderSlotSubmeshes()[all …]
58 const IRenderNodeSceneUtil::RenderSlotInfo& renderSlotInfo,85 …const RenderSlotInfo& renderSlotInfo, BASE_NS::vector<SlotSubmeshIndex>& refSubmeshIndices) overri…
149 … const RenderSlotInfo& renderSlotInfo, BASE_NS::vector<SlotSubmeshIndex>& refSubmeshIndices) = 0;