◆ CGameViewImpl()
◆ NONCOPYABLE()
◆ CameraController
Controller of the view's camera.
We use a std::unique_ptr for an easy on the fly replacement. It's guaranteed that the pointer is never nulllptr.
◆ CinemaManager
◆ ColladaManager
◆ CullCamera
this camera controls the frustum that is used for culling and shadow calculations
Note that all code that works with camera movements should only change m_ViewCamera. The render functions automatically sync the cull camera to the view camera depending on the value of m_LockCullCamera.
◆ Culling
bool CGameViewImpl::Culling |
When true
, culling is enabled so that only models that have a chance of being visible are sent to the renderer.
Otherwise, the entire world is sent to the renderer.
Exposed to JS as gameView.culling
◆ Game
CGame* CGameViewImpl::Game |
◆ LockCullCamera
bool CGameViewImpl::LockCullCamera |
When true
, the cull camera is locked in place.
When false
, the cull camera follows the view camera.
Exposed to JS as gameView.lockCullCamera
◆ LOSTexture
◆ MeshManager
◆ MiniMapTexture
◆ ObjectManager
◆ SkeletonAnimManager
◆ TerritoryTexture
◆ ViewCamera
this camera controls the eye position when rendering
The documentation for this class was generated from the following file:
- /home/docker/jenkins/workspace/technical-docs/source/graphics/GameView.cpp