28 #ifndef __InstanceBatchShader_H__
29 #define __InstanceBatchShader_H__
70 void setupVertices(
const SubMesh* baseSubMesh );
71 void setupIndices(
const SubMesh* baseSubMesh );
78 void setupHardwareSkinned(
const SubMesh* baseSubMesh,
VertexData *thisVertexData,
88 size_t calculateMaxNumInstances(
const SubMesh *baseSubMesh,
uint16 flags )
const;
94 void getWorldTransforms(
Matrix4* xform )
const;
95 unsigned short getNumWorldTransforms(
void)
const;
Summary class collecting together vertex source information.
Defines a part of a complete mesh.
Class encapsulating a standard 4x4 homogeneous matrix.
This is the main starting point for the new instancing system.
unsigned short mNumWorldMatrices
InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived ...
'New' rendering operation using vertex buffers.
vector< unsigned short >::type IndexMap
This is the same technique the old "InstancedGeometry" implementation used (with improvements).