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using | QuadBatchMap = std::unordered_map< QuadBatchKey, QuadBatchData, QuadBatchHash > |
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◆ QuadBatchMap
◆ OverlayRendererInternals()
OverlayRendererInternals::OverlayRendererInternals |
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◆ ~OverlayRendererInternals()
OverlayRendererInternals::~OverlayRendererInternals |
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default |
◆ GenerateSphere()
void OverlayRendererInternals::GenerateSphere |
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◆ Initialize()
void OverlayRendererInternals::Initialize |
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◆ defsOverlayLineAlwaysVisible
◆ defsOverlayLineNormal
◆ defsQuadOverlay
◆ device
◆ foregroundVertexInputLayout
◆ lines
◆ MAX_QUAD_OVERLAYS
const size_t OverlayRendererInternals::MAX_QUAD_OVERLAYS = 1024 |
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static |
◆ quadAttributeColor
◆ quadAttributePos
◆ quadAttributeUV
◆ quadBatchMap
◆ quadIndices
◆ quads
◆ quadVertexInputLayout
◆ quadVertices
◆ shaderForegroundOverlay
Shader OverlayRendererInternals::shaderForegroundOverlay |
◆ shaderOverlaySolid
Shader OverlayRendererInternals::shaderOverlaySolid |
◆ shaderQuadOverlay
Shader OverlayRendererInternals::shaderQuadOverlay |
◆ shaderTexLineAlwaysVisible
Shader OverlayRendererInternals::shaderTexLineAlwaysVisible |
◆ shaderTexLineNormal
Shader OverlayRendererInternals::shaderTexLineNormal |
◆ sphereIndexes
std::vector<u16> OverlayRendererInternals::sphereIndexes |
◆ spheres
◆ sphereVertexes
std::vector<float> OverlayRendererInternals::sphereVertexes |
◆ sphereVertexInputLayout
◆ sprites
◆ texlines
◆ texturedLineVertexInputLayout
The documentation for this struct was generated from the following file: