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Oxygen Engine
Modern C++ 3D Engine using OpenGL
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Inheritance diagram for oe::render::SkinnedMeshNode:
Collaboration diagram for oe::render::SkinnedMeshNode:Public Member Functions | |
| SkinnedMeshNode (scene::SkinnedMeshNode &node) | |
| virtual void | render () override |
| virtual void | fillShader (ShaderBase &shader) override |
Public Member Functions inherited from oe::render::Node | |
| Node (scene::RenderableNode &scene_node) | |
| void | prepareRendering (const oe::scene::Material *material=nullptr) |
| void | setRenderingPass (const RenderingPass rendering_pass) |
Additional Inherited Members | |
Protected Member Functions inherited from oe::util::NonCopyable | |
| NonCopyable (NonCopyable &&)=default | |
| NonCopyable & | operator= (NonCopyable &&)=default |
Protected Attributes inherited from oe::render::Node | |
| GeometryPass | _geometry_pass = GeometryPass::SOLID |
| RenderingPass | _rendering_pass = RenderingPass::FORWARD |
| oe::render::SkinnedMeshNode::SkinnedMeshNode | ( | scene::SkinnedMeshNode & | node | ) |
Generate a render Node from a skinned mesh node
| node | Skinned node |
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overridevirtual |
Fill Shader uniforms (send bones and blendshape data)
Reimplemented from oe::render::Node.
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overridevirtual |
Reimplemented from oe::render::Node.