Inherits DXGfxLib::SceneNode, and DXGfxLib::SceneNode.

Public Member Functions | |
| QuadTreeNode () | |
| Default constructor. By default a QuadTreeNode will set useFrustrumCulling to true. If a Quadtree node is not used in frustrum tets, it is not that useful. | |
| override void | Update (Frustrum frustrum, float elapsedTime, double appTime, List< IDrawable > objectsToBeRendered) |
| In a QuadTreeNode it is interesting to override this method because QuadTreeNode behaves in certain ways which make some optimizations possible. First they are always created by an outdoor scene. Their bounding box are not supposed to change in any manner so instead of going down all the tree to update bounding box information, then walk it up to update all nodes in between and then do the attach phase, we can in fact do everything in one traversal! Descendent nodes will know themselves how they need to behave ! | |
| QuadTreeNode () | |
| Default constructor. By default a QuadTreeNode will set useFrustrumCulling to true. If a Quadtree node is not used in frustrum tets, it is not that useful. | |
| override void | Update (Frustrum frustrum, float elapsedTime, double appTime, List< IDrawable > objectsToBeRendered) |
| In a QuadTreeNode it is interesting to override this method because QuadTreeNode behaves in certain ways which make some optimizations possible. First they are always created by an outdoor scene. Their bounding box are not supposed to change in any manner so instead of going down all the tree to update bounding box information, then walk it up to update all nodes in between and then do the attach phase, we can in fact do everything in one traversal! Descendent nodes will know themselves how they need to behave ! | |
Definition at line 28 of file QuadTreeNode.cs.
| DXGfxLib.QuadTreeNode.QuadTreeNode | ( | ) |
Default constructor. By default a QuadTreeNode will set useFrustrumCulling to true. If a Quadtree node is not used in frustrum tets, it is not that useful.
Definition at line 34 of file QuadTreeNode.cs.
| DXGfxLib.QuadTreeNode.QuadTreeNode | ( | ) |
Default constructor. By default a QuadTreeNode will set useFrustrumCulling to true. If a Quadtree node is not used in frustrum tets, it is not that useful.
Definition at line 34 of file QuadTreeNode.cs.
| override void DXGfxLib.QuadTreeNode.Update | ( | Frustrum | frustrum, | |
| float | elapsedTime, | |||
| double | appTime, | |||
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
In a QuadTreeNode it is interesting to override this method because QuadTreeNode behaves in certain ways which make some optimizations possible. First they are always created by an outdoor scene. Their bounding box are not supposed to change in any manner so instead of going down all the tree to update bounding box information, then walk it up to update all nodes in between and then do the attach phase, we can in fact do everything in one traversal! Descendent nodes will know themselves how they need to behave !
| frustrum | ||
| elapsedTime | ||
| appTime | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneNode.
Definition at line 51 of file QuadTreeNode.cs.
| override void DXGfxLib.QuadTreeNode.Update | ( | Frustrum | frustrum, | |
| float | elapsedTime, | |||
| double | appTime, | |||
| List< IDrawable > | objectsToBeRendered | |||
| ) | [virtual] |
In a QuadTreeNode it is interesting to override this method because QuadTreeNode behaves in certain ways which make some optimizations possible. First they are always created by an outdoor scene. Their bounding box are not supposed to change in any manner so instead of going down all the tree to update bounding box information, then walk it up to update all nodes in between and then do the attach phase, we can in fact do everything in one traversal! Descendent nodes will know themselves how they need to behave !
| frustrum | ||
| elapsedTime | ||
| appTime | ||
| objectsToBeRendered |
Reimplemented from DXGfxLib.SceneNode.
Definition at line 51 of file QuadTreeNode.cs.
1.5.8