downgrade Filament libs to v1.34.2 for Windows
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@@ -45,7 +45,6 @@ class Renderer;
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class SkinningBuffer;
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class VertexBuffer;
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class Texture;
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class InstanceBuffer;
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class FEngine;
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class FRenderPrimitive;
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@@ -303,14 +302,6 @@ public:
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*/
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Builder& enableSkinningBuffers(bool enabled = true) noexcept;
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/**
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* Controls if this renderable is affected by the large-scale fog.
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* @param enabled If true, enables large-scale fog on this object. Disables it otherwise.
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* True by default.
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* @return A reference to this Builder for chaining calls.
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*/
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Builder& fog(bool enabled = true) noexcept;
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/**
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* Enables GPU vertex skinning for up to 255 bones, 0 by default.
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*
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@@ -417,47 +408,22 @@ public:
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*/
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Builder& globalBlendOrderEnabled(size_t primitiveIndex, bool enabled) noexcept;
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/**
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* Specifies the number of draw instances of this renderable. The default is 1 instance and
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* Specifies the number of draw instance of this renderable. The default is 1 instance and
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* the maximum number of instances allowed is 32767. 0 is invalid.
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*
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* All instances are culled using the same bounding box, so care must be taken to make
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* sure all instances render inside the specified bounding box.
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*
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* The material must set its `instanced` parameter to `true` in order to use
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* getInstanceIndex() in the vertex or fragment shader to get the instance index and
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* possibly adjust the position or transform.
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* It generally doesn't make sense to use VERTEX_DOMAIN_OBJECT in the material, since it
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* would pull the same transform for all instances.
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*
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* @param instanceCount the number of instances silently clamped between 1 and 32767.
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*/
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Builder& instances(size_t instanceCount) noexcept;
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/**
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* Specifies the number of draw instances of this renderable and an \c InstanceBuffer
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* containing their local transforms. The default is 1 instance and the maximum number of
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* instances allowed when supplying transforms is given by
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* \c Engine::getMaxAutomaticInstances (64 on most platforms). 0 is invalid. The
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* \c InstanceBuffer must not be destroyed before this renderable.
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*
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* All instances are culled using the same bounding box, so care must be taken to make
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* sure all instances render inside the specified bounding box.
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*
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* The material must set its `instanced` parameter to `true` in order to use
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* \c getInstanceIndex() in the vertex or fragment shader to get the instance index.
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*
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* Only the \c VERTEX_DOMAIN_OBJECT vertex domain is supported.
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*
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* The local transforms of each instance can be updated with
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* \c InstanceBuffer::setLocalTransforms.
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*
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* \see InstanceBuffer
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* \see instances(size_t, * math::mat4f const*)
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* @param instanceCount the number of instances, silently clamped between 1 and
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* the result of Engine::getMaxAutomaticInstances().
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* @param instanceBuffer an InstanceBuffer containing at least instanceCount transforms
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*/
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Builder& instances(size_t instanceCount, InstanceBuffer* instanceBuffer) noexcept;
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/**
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* Adds the Renderable component to an entity.
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*
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@@ -544,19 +510,6 @@ public:
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*/
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void setCulling(Instance instance, bool enable) noexcept;
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/**
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* Changes whether or not the large-scale fog is applied to this renderable
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* @see Builder::fog()
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*/
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void setFogEnabled(Instance instance, bool enable) noexcept;
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/**
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* Returns whether large-scale fog is enabled for this renderable.
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* @return True if fog is enabled for this renderable.
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* @see Builder::fog()
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*/
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bool getFogEnabled(Instance instance) const noexcept;
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/**
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* Enables or disables a light channel.
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* Light channel 0 is enabled by default.
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