106 if (batchRendererTriangles ==
nullptr) {
107 Console::println(
string(
"TransparentRenderFacesGroup::addVertex(): could not acquire triangles batch renderer"));
114 if (batchRendererTriangles->addVertex(vertex, normal, textureCoordinate) ==
true)
118 if (batchRendererTriangles ==
nullptr) {
119 Console::println(
string(
"TransparentRenderFacesGroup::addVertex(): could not acquire triangles batch renderer"));
125 batchRendererTriangles->addVertex(vertex, normal, textureCoordinate);
Representation of a 3d model.
Class representing texture UV coordinates data.
Batch renderer for transparent triangles.
Entity renderer transparent render faces node pool.
BatchRendererTriangles * acquireTrianglesBatchRenderer()
Object 3D node mesh specifically for rendering.
Object 3d node specifically for rendering.
Transparent render faces group.
Object3DNode * object3DNode
TransparentRenderFacesGroup()
Public constructor.
EntityRenderer * object3DRenderer
void addVertex(const Vector3 &vertex, const Vector3 &normal, const Vector2 &textureCoordinate)
Adds a vertex to this transparent render faces group.
static const string createKey(Model *model, Object3DNode *object3DNode, int32_t facesEntityIdx, const Color4 &effectColorAdd, const Color4 &effectColorMul, const Material *material, bool textureCoordinates, const string &shader)
Creates a key for given transparent render faces group attributes.
const Material * material
vector< BatchRendererTriangles * > batchRenderers
void set(EntityRenderer *object3DRenderer, Model *model, Object3DNode *object3DNode, int32_t facesEntityIdx, const Color4 &effectColorAdd, const Color4 &effectColorMul, const Material *material, bool textureCoordinates, const string &shader)
Set transparent render faces group.
void render(Engine *engine, Renderer *renderer, int contextIdx)
Render this transparent render faces node.