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MCAPI void | constructMesh (::ScreenContext &screenContext) |
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MCAPI void | constructMesh (::BaseActorRenderContext &baseActorRenderContext, ::MaterialVariants const &defaultMaterialVariants) |
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MCAPI void | draw (::ScreenContext &screenContext, ::dragon::RenderMetadata const &renderMetadata, ::RenderController const *renderController, uint subRenderLayerIndex, ::MaterialVariants const &materialVariants, ::ClientPBRTextureData const &textureData, ::SortedMeshDrawList *sortedMeshDrawList, ::std::optional<::glm::mat4x4 > const &previousActorTransform, ::std::optional<::MERSUniformData > const &mersUniforms, ::ShadowContext shadowContext, bool isDitheringEnabled) |
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MCAPI void * | $ctor () |
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MCAPI void | $dtor () |
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::ll::TypedStorage< 1, 1, bool > | mShouldDrawThisFrame |
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::ll::TypedStorage< 8, 24, ::std::vector<::ModelPart * > > | mSkinnedParts |
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::ll::TypedStorage< 8, 632, ::mce::Mesh > | mSkinnedMeshQuads |
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::ll::TypedStorage< 8, 632, ::mce::Mesh > | mSkinnedMeshTris |
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::ll::TypedStorage< 8, 24, ::std::vector<::glm::mat4x4 > > | mBoneMatrices |
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::ll::TypedStorage< 8, 24, ::std::vector<::glm::mat4x4 > > | mPreviousBoneMatrices |
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::ll::TypedStorage< 4, 24, ::std::pair<::glm::vec3, ::glm::vec3 > > | mBounds |
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::ll::TypedStorage< 4, 4, int > | mVertexCount |
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::ll::TypedStorage< 4, 4, int > | mTotalVertices |
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::ll::TypedStorage< 1, 1, bool > | mUseBones |
The documentation for this class was generated from the following files: