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Ogre::RenderQueue Class Reference

Class to manage the scene object rendering queue. More...

#include <OgreRenderQueue.h>

List of all members.

Public Types

typedef std::map< RenderQueueGroupID,
RenderQueueGroup * > 
RenderQueueGroupMap
typedef MapIterator< RenderQueueGroupMapQueueGroupIterator
 Iterator over queue groups. More...


Public Methods

 RenderQueue ()
virtual ~RenderQueue ()
void clear (void)
 Empty the queue - should only be called by SceneManagers. More...

void addRenderable (Renderable *pRend, RenderQueueGroupID groupID, ushort priority)
 Add a renderable object to the queue. More...

void addRenderable (Renderable *pRend, ushort priority=RENDERABLE_DEFAULT_PRIORITY)
 Add a renderable object to the queue. More...

RenderQueueGroupID getDefaultQueueGroup (void)
 Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. More...

void setDefaultQueueGroup (RenderQueueGroupID grp)
 Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on. More...

QueueGroupIterator _getQueueGroupIterator (void)
 Internal method, returns an iterator for the queue groups. More...


Protected Attributes

RenderQueueGroupMap mGroups
RenderQueueGroupID mDefaultQueueGroup


Detailed Description

Class to manage the scene object rendering queue.

Remarks:
Objects are grouped by material to minimise rendering state changes. The map from material to renderable object is wrapped in a class for ease of use.

This class now includes the concept of 'queue groups' which allows the application adding the renderable to specifically schedule it so that it is included in a discrete group. Good for separating renderables into the main scene, backgrounds and overlays, and also could be used in the future for more complex multipass routines like stenciling.


Member Typedef Documentation

typedef MapIterator<RenderQueueGroupMap> Ogre::RenderQueue::QueueGroupIterator
 

Iterator over queue groups.

typedef std::map< RenderQueueGroupID, RenderQueueGroup* > Ogre::RenderQueue::RenderQueueGroupMap
 


Constructor & Destructor Documentation

Ogre::RenderQueue::RenderQueue  
 

Ogre::RenderQueue::~RenderQueue   [virtual]
 


Member Function Documentation

RenderQueue::QueueGroupIterator Ogre::RenderQueue::_getQueueGroupIterator void   
 

Internal method, returns an iterator for the queue groups.

void Ogre::RenderQueue::addRenderable Renderable   pRend,
ushort    priority = RENDERABLE_DEFAULT_PRIORITY
 

Add a renderable object to the queue.

Remarks:
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the simplified version of the call which does not require a queue or priority to be specified. The queue group is taken from the current default (see setDefaultQueueGroup).
Note:
Called by implementation of MovableObject::_updateRenderQueue.
Parameters:
pRend  Pointer to the Renderable to be added to the queue
priority  Controls the priority of the renderable within the queue group. If this number is raised, the renderable will be rendered later in the group compared to it's peers. Don't use this unless you really need to, manually ordering renderables prevents OGRE from sorting them for best efficiency. However this could be useful for ordering 2D elements manually for example.

void Ogre::RenderQueue::addRenderable Renderable   pRend,
RenderQueueGroupID    groupID,
ushort    priority
 

Add a renderable object to the queue.

Remarks:
This methods adds a Renderable to the queue, which will be rendered later by the SceneManager. This is the advanced version of the call which allows the renderable to be added to any queue.
Note:
Called by implementation of MovableObject::_updateRenderQueue.
Parameters:
pRend  Pointer to the Renderable to be added to the queue
groupID  The group the renderable is to be added to. This can be used to schedule renderable objects in separate groups such that the SceneManager respects the divisions between the groupings and does not reorder them outside these boundaries. This can be handy for overlays where no matter what you want the overlay to be rendered last.
priority  Controls the priority of the renderable within the queue group. If this number is raised, the renderable will be rendered later in the group compared to it's peers. Don't use this unless you really need to, manually ordering renderables prevents OGRE from sorting them for best efficiency. However this could be useful for ordering 2D elements manually for example.

void Ogre::RenderQueue::clear void   
 

Empty the queue - should only be called by SceneManagers.

RenderQueueGroupID Ogre::RenderQueue::getDefaultQueueGroup void   
 

Gets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.

void Ogre::RenderQueue::setDefaultQueueGroup RenderQueueGroupID    grp
 

Sets the current default queue group, which will be used for all renderable which do not specify which group they wish to be on.


Member Data Documentation

RenderQueueGroupID Ogre::RenderQueue::mDefaultQueueGroup [protected]
 

RenderQueueGroupMap Ogre::RenderQueue::mGroups [protected]
 

Copyright © 2002 by The OGRE Team