#include <renderentity.h>
Inheritance diagram for RenderEntity:


Render objects are derived from Activator for easy on/off management. The base Render method returns false if the object is not active.
Public Member Functions | |
| RenderEntity () | |
| virtual | ~RenderEntity () |
| virtual bool | Render (Frustum *pkFrustum=0, bool bForce=false) |
| bool | IsActive () const |
| virtual void | Activate () |
| virtual void | Deactivate () |
| bool | Toggle () |
Public Attributes | |
| unsigned int | m_uiLastFrame |
Static Public Attributes | |
| unsigned int | s_uiFrameCount |
Protected Attributes | |
| bool | m_bActive |
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Render object
Reimplemented in Camera, Console, Light, MeshEntity, ProfileManager, Room, SceneNode, Skeleton, SkyBox, SkyDome, and Sprite. |
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Query state of object
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Activate object |
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Deactivate object |
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Toggle active state. This method does not need to be overloaded, it is only a wrapper to Activate and Deactivate
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Frame counter (at 500 frames per second, can be active ~100 days continously before loop, and then it will just skip one frame -> safe enough) |
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Last frame count we were rendered |
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Active flag |
1.3.5