#include <displaylist.h>
Game side: Manages all DisplayListData, send them to the NavigationLab.
NavigationLab side: Manages the DisplayListBlobs to render
Public Member Functions | |
| KyUInt32 | GenerateDisplayListId () |
| void | RemoveDisplayList (KyUInt32 displayListId) |
| void | RemoveDisplayList (const char *displayListName, const char *displayListGroupName, KyUInt32 worldElementId=0xFFFFFFFF) |
| void | SubmitToRenderer () |
For internal use only | |
| DisplayListData * | GetNewDisplayListData () |
| void | SendDisplayListData (DisplayListData *displayListData) |
| void | ReleaseDisplayListData (DisplayListData *displayListData) |
| void | AddDisplayListBlobToRender (const char *displayListBlob, KyUInt32 blobsize) |
| DisplayListBlob * | GetNextDisplayListBlobToRender (KyUInt32 &sizeRead) |
| void | ClearDisplayListBlobsToRender () |
| void | SetVisualGeometry (IVisualGeometry *visualGeometry) |
| IVisualGeometry * | GetVisualGeometry () |
| bool | IsVisualGeometrySupported () |
| void | BuildVisualGeometry () |
| KyUInt32 Kaim::DisplayListManager::GenerateDisplayListId | ( | ) |
Returns a unique display list ID, which you can use when creating a new ScopedDisplayList with a user-controlled lifespan.
| void Kaim::DisplayListManager::RemoveDisplayList | ( | KyUInt32 | displayListId | ) |
Stops rendering the display list with the specified ID.
Examples: | void Kaim::DisplayListManager::RemoveDisplayList | ( | const char * | displayListName, |
| const char * | displayListGroupName, | ||
| KyUInt32 | worldElementId = 0xFFFFFFFF |
||
| ) |
Stops rendering the display list with the specified name.
|
inline |
Changed for consistency, please use BuildVisualGeometry instead.