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Handles the scenegraph maintenance and culling operations.
The culling phase generates a list of nodes to render. A future optimization will sort the render list by OGL state.
The culling stage is responsible for looking at the offscreen renderable surfaces as well as the main screen. Since most scenes will not require any offscreen rendering, convenience methods are defined to allow the user to turn on/off these checks. Offscreen rendering, and the checking for extra renderables can be a huge CPU hog so it is advisable to make sure that it is turned off if you don't need it. An ideal implementation will be able to handle dynamically switching between the two states between frames without the need to restart.
Method Summary | |
void |
cull(Scene scene,
int buffer)
Update and cull the scenegraph. |
boolean |
isOffscreenCheckEnabled()
Find out what the current offscreen check state is. |
void |
setCulledGeometryReceiver(CulledGeometryReceiver sgr)
Register a reciever for the output of the sorter. |
void |
setOffscreenCheckEnabled(boolean state)
Set the flag for whether to check for offscreen textures or not. |
Method Detail |
public void setOffscreenCheckEnabled(boolean state)
state
- true if offscreen textures should be looked forpublic boolean isOffscreenCheckEnabled()
public void cull(Scene scene, int buffer)
scene
- The scene instance to cullbuffer
- The buffer ID to use to output the data to when
multi-threadedpublic void setCulledGeometryReceiver(CulledGeometryReceiver sgr)
sgr
- The receiver instance to add or null
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