headers from v1.31.5
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@@ -206,20 +206,44 @@ public:
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*
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* In general Filament reserves the right to re-order renderables to allow for efficient
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* rendering. However clients can control ordering at a coarse level using \em priority.
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* The priority is applied separately for opaque and translucent objects, that is, opaque
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* objects are always drawn before translucent objects regardless of the priority.
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*
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* For example, this could be used to draw a semitransparent HUD, if a client wishes to
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* avoid using a separate View for the HUD. Note that priority is completely orthogonal to
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* For example, this could be used to draw a semitransparent HUD on top of everything,
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* without using a separate View. Note that priority is completely orthogonal to
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* Builder::layerMask, which merely controls visibility.
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*
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* The Skybox always using the lowest priority, so it's drawn last, which may improve
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* performance.
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*
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* @param priority clamped to the range [0..7], defaults to 4; 7 is lowest priority
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* (rendered last).
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*
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* @return Builder reference for chaining calls.
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*
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* @see Builder::blendOrder(), RenderableManager::setBlendOrderAt()
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* @see Builder::blendOrder()
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* @see Builder::channel()
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* @see RenderableManager::setPriority()
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* @see RenderableManager::setBlendOrderAt()
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*/
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Builder& priority(uint8_t priority) noexcept;
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/**
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* Set the channel this renderable is associated to. There can be 4 channels.
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* All renderables in a given channel are rendered together, regardless of anything else.
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* They are sorted as usual withing a channel.
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* Channels work similarly to priorities, except that they enforce the strongest ordering.
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*
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* @param channel clamped to the range [0..3], defaults to 0.
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*
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* @return Builder reference for chaining calls.
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*
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* @see Builder::blendOrder()
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* @see Builder::priority()
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* @see RenderableManager::setBlendOrderAt()
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*/
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Builder& channel(uint8_t channel) noexcept;
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/**
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* Controls frustum culling, true by default.
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*
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@@ -461,6 +485,13 @@ public:
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*/
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void setPriority(Instance instance, uint8_t priority) noexcept;
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/**
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* Changes the channel a renderable is associated to.
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*
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* \see Builder::channel().
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*/
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void setChannel(Instance instance, uint8_t channel) noexcept;
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/**
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* Changes whether or not frustum culling is on.
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*
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