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| virtual void | Draw (Camera camera, int drawOrder) |
| override void | Load (ValuesDictionary valuesDictionary) |
| override void | OnEntityAdded (Entity entity) |
| override void | OnEntityRemoved (Entity entity) |
| virtual void | PrepareModel (ModelData modelData, Camera camera) |
| virtual void | DrawModels (Camera camera, List< ModelData > modelsData, float? alphaThreshold) |
| virtual void | DrawInstancedModels (Camera camera, List< ModelData > modelsData, float? alphaThreshold) |
| virtual void | DrawModelsExtras (Camera camera, List< ModelData > modelsData) |
| virtual ? float | CalculateModelLight (ModelData modelData) |
| virtual void | ShadowDraw (SubsystemShadows subsystemShadows, Camera camera, Vector3 shadowPosition, float shadowDiameter, float alpha) |
| virtual void | Save (ValuesDictionary valuesDictionary) |
| virtual void | Dispose () |
| virtual void | Initialize (Project project, ValuesDictionary valuesDictionary) |
◆ CalculateModelLight()
| virtual ? float Game.SubsystemModelsRenderer.CalculateModelLight |
( |
ModelData | modelData | ) |
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virtual |
◆ Draw()
| virtual void Game.SubsystemModelsRenderer.Draw |
( |
Camera | camera, |
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int | drawOrder ) |
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virtual |
◆ DrawInstancedModels()
| virtual void Game.SubsystemModelsRenderer.DrawInstancedModels |
( |
Camera | camera, |
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List< ModelData > | modelsData, |
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float? | alphaThreshold ) |
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virtual |
◆ DrawModels()
| virtual void Game.SubsystemModelsRenderer.DrawModels |
( |
Camera | camera, |
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List< ModelData > | modelsData, |
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float? | alphaThreshold ) |
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virtual |
◆ DrawModelsExtras()
| virtual void Game.SubsystemModelsRenderer.DrawModelsExtras |
( |
Camera | camera, |
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List< ModelData > | modelsData ) |
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virtual |
◆ Load()
| override void Game.SubsystemModelsRenderer.Load |
( |
ValuesDictionary | valuesDictionary | ) |
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virtual |
◆ OnEntityAdded()
| override void Game.SubsystemModelsRenderer.OnEntityAdded |
( |
Entity | entity | ) |
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virtual |
◆ OnEntityRemoved()
| override void Game.SubsystemModelsRenderer.OnEntityRemoved |
( |
Entity | entity | ) |
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virtual |
◆ PrepareModel()
| virtual void Game.SubsystemModelsRenderer.PrepareModel |
( |
ModelData | modelData, |
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Camera | camera ) |
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virtual |
◆ ShadowDraw()
| virtual void Game.SubsystemModelsRenderer.ShadowDraw |
( |
SubsystemShadows | subsystemShadows, |
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Camera | camera, |
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Vector3 | shadowPosition, |
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float | shadowDiameter, |
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float | alpha ) |
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virtual |
◆ DisableDrawingModels
| bool Game.SubsystemModelsRenderer.DisableDrawingModels = false |
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static |
◆ m_componentModels
◆ m_drawOrders
| int [] Game.SubsystemModelsRenderer.m_drawOrders = [-10000, 1, 99, 201] |
◆ m_modelsToDraw
| List<ModelData> [] Game.SubsystemModelsRenderer.m_modelsToDraw = [[], [], [], []] |
◆ m_modelsToPrepare
| List<ModelData> Game.SubsystemModelsRenderer.m_modelsToPrepare = [] |
◆ m_primitivesRenderer
◆ m_shaderAlphaTested
| ModelShader Game.SubsystemModelsRenderer.m_shaderAlphaTested |
◆ m_shaderOpaque
| ModelShader Game.SubsystemModelsRenderer.m_shaderOpaque |
◆ m_subsystemShadows
◆ m_subsystemSky
◆ m_subsystemTerrain
◆ m_subsystemTimeOfDay
◆ MaxInstancesCount
| int Game.SubsystemModelsRenderer.MaxInstancesCount |
◆ ModelsDrawn
| int Game.SubsystemModelsRenderer.ModelsDrawn |
◆ ShaderAlphaTested
| ModelShader Game.SubsystemModelsRenderer.ShaderAlphaTested |
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static |
◆ ShaderOpaque
◆ DrawOrders
| int [] Game.SubsystemModelsRenderer.DrawOrders |
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get |
◆ PrimitivesRenderer
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