Inherited by DXGfxLib.FrameworkMeshObject, and DXGfxLib.FrameworkMeshObject.

Public Member Functions | |
| virtual void | AttachWithLOD (Device d3ddevice, Mesh meshToAttach, int[] adjacencyBuffer, ExtendedMaterial[] materials, EffectInstance[] effects) |
| This is useful to attach a mesh and have the scene manage Level of Details for us. | |
| override void | Update (Frustrum frustrum, float elapsedTime, double appTime, List< IDrawable > objectsToBeRendered) |
| We want to override the Update method because we want an opportunity to calculate the distance to the view point in order to set the LOD we desire when rendering! | |
| override void | Draw (Device device) |
| In its draw method the scene will call the Draw method on all scene object (or derived class instances) that have registered to be rendered in the AttachForRendering method. | |
| override void | DrawSubset (int index) |
| This might be interesting if derived class want to set the device state in a specif way and just used the base MeshObject to perform the DrawSubset. Instead of a DrawSubset call on the full mesh this method will perform the DrawSubset on the right progressive mesh if possible. | |
| virtual void | AttachWithLOD (Device d3ddevice, Mesh meshToAttach, int[] adjacencyBuffer, ExtendedMaterial[] materials, EffectInstance[] effects) |
| This is useful to attach a mesh and have the scene manage Level of Details for us. | |
| override void | Update (Frustrum frustrum, float elapsedTime, double appTime, List< IDrawable > objectsToBeRendered) |
| We want to override the Update method because we want an opportunity to calculate the distance to the view point in order to set the LOD we desire when rendering! | |
| override void | Draw (Device device) |
| In its draw method the scene will call the Draw method on all scene object (or derived class instances) that have registered to be rendered in the AttachForRendering method. | |
| override void | DrawSubset (int index) |
| This might be interesting if derived class want to set the device state in a specif way and just used the base MeshObject to perform the DrawSubset. Instead of a DrawSubset call on the full mesh this method will perform the DrawSubset on the right progressive mesh if possible. | |
Public Attributes | |
| bool | visible = true |
Static Public Attributes | |
| static float | near = 20.0f |
| Below this value the object is judge near to the camera. | |
| static float | mid = 50.0f |
| Above near and below mid the object is at 'mid' distance to the view point. | |
| static float | far = 250.0f |
| Above mid and below far the object is considered far away from the viewpoint. Above far it is very far!! | |
Protected Attributes | |
| ProgressiveMesh | fullMesh = null |
| A reference to the progressiveMesh we build from the Mesh attached to this node!! | |
| ProgressiveMesh[] | meshes = null |
| We also need this. | |
| int | currentMeshIndex = 0 |
| And this:). | |
| int[] | adjacencyBuffer |
| If we are given the adjacency buffer we want to keep that information. | |
Definition at line 26 of file MeshObjectWithLOD.cs.
| virtual void DXGfxLib.MeshObjectWithLOD.AttachWithLOD | ( | Device | d3ddevice, | |
| Mesh | meshToAttach, | |||
| int[] | adjacencyBuffer, | |||
| ExtendedMaterial[] | materials, | |||
| EffectInstance[] | effects | |||
| ) | [virtual] |
This is useful to attach a mesh and have the scene manage Level of Details for us.
| d3ddevice | ||
| meshToAttach | ||
| adjacencyBuffer | ||
| materials | ||
| effects |
Definition at line 74 of file MeshObjectWithLOD.cs.

| virtual void DXGfxLib.MeshObjectWithLOD.AttachWithLOD | ( | Device | d3ddevice, | |
| Mesh | meshToAttach, | |||
| int[] | adjacencyBuffer, | |||
| ExtendedMaterial[] | materials, | |||
| EffectInstance[] | effects | |||
| ) | [virtual] |
This is useful to attach a mesh and have the scene manage Level of Details for us.
| d3ddevice | ||
| meshToAttach | ||
| adjacencyBuffer | ||
| materials | ||
| effects |
Definition at line 74 of file MeshObjectWithLOD.cs.

| override void DXGfxLib.MeshObjectWithLOD.Draw | ( | Device | device | ) | [virtual] |
In its draw method the scene will call the Draw method on all scene object (or derived class instances) that have registered to be rendered in the AttachForRendering method.
| device |
Reimplemented from DXGfxLib.MeshObject.
Reimplemented in DXGfxLib.FrameworkMeshObject, and DXGfxLib.FrameworkMeshObject.
Definition at line 261 of file MeshObjectWithLOD.cs.
| override void DXGfxLib.MeshObjectWithLOD.Draw | ( | Device | device | ) | [virtual] |
In its draw method the scene will call the Draw method on all scene object (or derived class instances) that have registered to be rendered in the AttachForRendering method.
| device |
Reimplemented from DXGfxLib.MeshObject.
Reimplemented in DXGfxLib.FrameworkMeshObject, and DXGfxLib.FrameworkMeshObject.
Definition at line 261 of file MeshObjectWithLOD.cs.
| override void DXGfxLib.MeshObjectWithLOD.DrawSubset | ( | int | index | ) | [virtual] |
This might be interesting if derived class want to set the device state in a specif way and just used the base MeshObject to perform the DrawSubset. Instead of a DrawSubset call on the full mesh this method will perform the DrawSubset on the right progressive mesh if possible.
| index |
Reimplemented from DXGfxLib.MeshObject.
Definition at line 280 of file MeshObjectWithLOD.cs.
| override void DXGfxLib.MeshObjectWithLOD.DrawSubset | ( | int | index | ) | [virtual] |
This might be interesting if derived class want to set the device state in a specif way and just used the base MeshObject to perform the DrawSubset. Instead of a DrawSubset call on the full mesh this method will perform the DrawSubset on the right progressive mesh if possible.
| index |
Reimplemented from DXGfxLib.MeshObject.
Definition at line 280 of file MeshObjectWithLOD.cs.
| override void DXGfxLib.MeshObjectWithLOD.Update | ( | Frustrum | frustrum, | |
| float | elapsedTime, | |||
| double | appTime, | |||
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
We want to override the Update method because we want an opportunity to calculate the distance to the view point in order to set the LOD we desire when rendering!
| frustrum | ||
| elapsedTime | ||
| appTime | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneNode.
Definition at line 193 of file MeshObjectWithLOD.cs.
| override void DXGfxLib.MeshObjectWithLOD.Update | ( | Frustrum | frustrum, | |
| float | elapsedTime, | |||
| double | appTime, | |||
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
We want to override the Update method because we want an opportunity to calculate the distance to the view point in order to set the LOD we desire when rendering!
| frustrum | ||
| elapsedTime | ||
| appTime | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneNode.
Definition at line 193 of file MeshObjectWithLOD.cs.
int [] DXGfxLib.MeshObjectWithLOD.adjacencyBuffer [protected] |
If we are given the adjacency buffer we want to keep that information.
Definition at line 64 of file MeshObjectWithLOD.cs.
int DXGfxLib.MeshObjectWithLOD::currentMeshIndex = 0 [protected] |
static float DXGfxLib.MeshObjectWithLOD::far = 250.0f [static] |
Above mid and below far the object is considered far away from the viewpoint. Above far it is very far!!
Definition at line 42 of file MeshObjectWithLOD.cs.
ProgressiveMesh DXGfxLib.MeshObjectWithLOD::fullMesh = null [protected] |
A reference to the progressiveMesh we build from the Mesh attached to this node!!
Definition at line 49 of file MeshObjectWithLOD.cs.
ProgressiveMesh [] DXGfxLib.MeshObjectWithLOD.meshes = null [protected] |
static float DXGfxLib.MeshObjectWithLOD::mid = 50.0f [static] |
Above near and below mid the object is at 'mid' distance to the view point.
Definition at line 36 of file MeshObjectWithLOD.cs.
static float DXGfxLib.MeshObjectWithLOD::near = 20.0f [static] |
Below this value the object is judge near to the camera.
Definition at line 31 of file MeshObjectWithLOD.cs.
| bool DXGfxLib.MeshObjectWithLOD::visible = true |
Definition at line 44 of file MeshObjectWithLOD.cs.
1.5.8