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7    <title>SubmitView</title>
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10    <h1><CODE>nw::gfx::ISceneUpdater::SubmitView</CODE> Member Function</h1>
11    <h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14virtual void SubmitView(
15     <a href="../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
16     <a href="../../../nw/gfx/SceneContext/Overview.html">SceneContext</a> * sceneContext,
17     const <a href="../../../nw/gfx/Camera/Overview.html">Camera</a> & camera,
18     <span>u8</span> layerId,
19     <a href="../../../nw/gfx/ISceneUpdater/RenderSortMode.html">RenderSortMode</a> renderSortMode = ALL_MESH_BASE_SORT
20) = 0;
21
22virtual void SubmitView(
23     <a href="../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
24     <a href="../../../nw/gfx/SceneContext/Overview.html">SceneContext</a> * sceneContext,
25     const <a href="../../../nw/gfx/Camera/Overview.html">Camera</a> & camera,
26     <span>u8</span> layerId,
27     <span>u8</span> particleLayerId,
28     <a href="../../../nw/gfx/ISceneUpdater/RenderSortMode.html">RenderSortMode</a> renderSortMode = ALL_MESH_BASE_SORT
29) = 0;
30
31virtual void SubmitView(
32     <a href="../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
33     <a href="../../../nw/gfx/SceneContext/Overview.html">SceneContext</a> * sceneContext,
34     const <a href="../../../nw/gfx/Camera/Overview.html">Camera</a> & camera,
35     <span>u8</span> layerId,
36     <span>u8</span> particleLayerId,
37     <a href="../../../nw/gfx/ISceneUpdater/IsVisibleModelFunctor/Overview.html">IsVisibleModelFunctor</a> * isVisibleModel,
38     <a href="../../../nw/gfx/ISceneUpdater/RenderSortMode.html">RenderSortMode</a> renderSortMode = ALL_MESH_BASE_SORT
39) = 0;
40</pre>
41    </div>
42    <h2>List of Overloaded Member Functions</h2>
43    <div class="section">
44      <table class="members">
45        <tr>
46          <td>
47            <a href="./SubmitView(0).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, RenderSortMode ) </a>
48          </td>
49          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
50        </tr>
51        <tr>
52          <td>
53            <a href="./SubmitView(1).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, RenderSortMode ) </a>
54          </td>
55          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
56        </tr>
57        <tr>
58          <td>
59            <a href="./SubmitView(2).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, IsVisibleModelFunctor *, RenderSortMode ) </a>
60          </td>
61          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
62        </tr> </table>
63    </div>
64    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, RenderSortMode )</h2>
65    <div class="section"><p>The <CODE>layerId</CODE> argument is intended to be used for the following purposes.</p><p>· Controlling the render order for full-screen effects, HUD, and scenes<br />· Splitting up rendering into multiple viewports<br />· Controlling the render order within a viewport<br /></p><p>Delimit the priorities above for each bit width, and create your <CODE>layerID</CODE> values so that they take up 8 bits or less of space.</p></div>
66    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, RenderSortMode )</h2>
67    <div class="section"><p><CODE>SubmitView</CODE> function for rendering particles in a separate layer.</p></div>
68    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, IsVisibleModelFunctor *, RenderSortMode )</h2>
69    <div class="section"><p>SubmitView can be used to specify models to be displayed for function objects.</p></div>
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