46 scene->update_stats->procedurals.times.add_entry({
"update", time});
51 if (progress.get_cancel()) {
58 if (progress.get_cancel()) {
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum type
void update(Scene *scene, Progress &progress)
virtual void generate(Scene *scene, Progress &progress)=0
NODE_ABSTRACT_DECLARE Procedural(const NodeType *type)
void set_status(const string &status_, const string &substatus_="")
#define CCL_NAMESPACE_END
CCL_NAMESPACE_BEGIN NODE_ABSTRACT_DEFINE(Procedural)
static NodeType * add(const char *name, CreateFunc create, Type type=NONE, const NodeType *base=NULL)
vector< Procedural * > procedurals
SceneUpdateStats * update_stats