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Handles any sort of rendering sort ability.
Typical sorting operations that may implement this interface are for state and transparency sorting.
A sorter will have a reciever for its output. If no receiver is registered the sorter should still operate because an implemenation could choose to poll for the output of the sorter at any time too. The output should always remain valid, regardless of whether another sort is in progress. If a sort is in progress then the output is for the previous sort step.
Method Summary | |
void |
setSortedGeometryReceiver(SortedGeometryReceiver sgr)
Register a reciever for the output of the sorter. |
void |
sort(RenderEnvironmentData[] data,
CullOutputDetails[][] nodes,
int[] numNodes,
SceneGraphObject[][] sceneParent,
int numScenes,
int buffer)
Sort the listing of nodes in the given array. |
Method Detail |
public void sort(RenderEnvironmentData[] data, CullOutputDetails[][] nodes, int[] numNodes, SceneGraphObject[][] sceneParent, int numScenes, int buffer)
For the 2D array of objects, contains the list of final subscenes to send to the final stage. First index is the direct owner of the scene contents. The second index is the scene parent of the scene included (needed for pBuffer GL context handling at render time). If this second one is null, then the parent is the main canvas that is being rendered to.
data
- External rendering environment informationnodes
- List of processed nodes based on the scene they came fromnumNodes
- Number of nodes in each scenesceneParent
- Parent node that holds the subscene in the main scene graphnumScenes
- The number of valid scenes to processbuffer
- The buffer ID to use to output the data to when
multi-threadedpublic void setSortedGeometryReceiver(SortedGeometryReceiver sgr)
sgr
- The receiver instance to add or null
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