Méthode |
Description |
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AddSurface ( RenderModelSurface surface ) : void |
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FinishSurfaces ( ) : void |
The mergeShadows option allows surfaces with different textures to share silhouette edges for shadow calculation, instead of leaving shared edges hanging. If any of the original shaders have the noSelfShadow flag set, the surfaces can't be merged, because they will need to be drawn in different order. If there is only one surface, a separate merged surface won't be generated. A model with multiple surfaces can't later have a skinned shader change the state of the noSelfShadow flag. ----------------- Creates mirrored copies of two sided surfaces with normal maps, which would otherwise light funny. Extends the bounds of deformed surfaces so they don't cull incorrectly at screen edges. |
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FreeVertexCache ( ) : void |
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GetBounds ( RenderEntityComponent renderEntity = null ) : idBounds |
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GetJointIndex ( idMD5Joint joint ) : int |
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GetJointIndex ( string name ) : int |
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GetJointName ( int index ) : string |
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GetNearestJoint ( int surfaceIndex, int a, int c, int b ) : int |
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GetSurface ( int index ) : RenderModelSurface |
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InitEmpty ( string name ) : void |
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InitFromFile ( string fileName ) : void |
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InstantiateDynamicModel ( idRenderEntity renderEntity, View view, idRenderModel cachedModel ) : idRenderModel |
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List ( ) : void |
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Load ( ) : void |
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MakeDefault ( ) : void |
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PartialInitFromFile ( string fileName ) : void |
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Print ( ) : void |
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Purge ( ) : void |
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Reset ( ) : void |
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TouchData ( ) : void |
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idRenderModel_Static ( ) : System |
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