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7    <title>SubmitView</title>
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9  <body>
10    <h1><CODE><a href="../../../nw/Overview.html">nw</a>::<a href="../../../nw/gfx/Overview.html">gfx</a>::<a href="../../../nw/gfx/ISceneUpdater/Overview.html">ISceneUpdater</a>::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;
21virtual void SubmitView(
22     <a href="../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
23     <a href="../../../nw/gfx/SceneContext/Overview.html">SceneContext</a> * sceneContext,
24     const <a href="../../../nw/gfx/Camera/Overview.html">Camera</a> & camera,
25     <span>u8</span> layerId,
26     <span>u8</span> particleLayerId,
27     <a href="../../../nw/gfx/ISceneUpdater/RenderSortMode.html">RenderSortMode</a> renderSortMode = ALL_MESH_BASE_SORT
28) = 0;
29virtual void SubmitView(
30     <a href="../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
31     <a href="../../../nw/gfx/SceneContext/Overview.html">SceneContext</a> * sceneContext,
32     const <a href="../../../nw/gfx/Camera/Overview.html">Camera</a> & camera,
33     <span>u8</span> layerId,
34     <span>u8</span> particleLayerId,
35     <a href="../../../nw/gfx/ISceneUpdater/IsVisibleModelFunctor/Overview.html">IsVisibleModelFunctor</a> * isVisibleModel,
36     <a href="../../../nw/gfx/ISceneUpdater/RenderSortMode.html">RenderSortMode</a> renderSortMode = ALL_MESH_BASE_SORT
37) = 0;
38</pre>
39    </div>
40    <h2>List of Overloaded Member Functions</h2>
41    <div class="section">
42      <table class="members">
43        <tr>
44          <td>
45            <a href="./SubmitView(0).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, RenderSortMode ) </a>
46          </td>
47          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
48        </tr>
49        <tr>
50          <td>
51            <a href="./SubmitView(1).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, RenderSortMode ) </a>
52          </td>
53          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
54        </tr>
55        <tr>
56          <td>
57            <a href="./SubmitView(2).html">SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, IsVisibleModelFunctor *, RenderSortMode ) </a>
58          </td>
59          <td>Updates a scene based on the camera's visual range, and builds the render queue.</td>
60        </tr> </table>
61    </div>
62    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, RenderSortMode )</h2>
63    <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>
64    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, RenderSortMode )</h2>
65    <div class="section"><p><CODE>SubmitView</CODE> function for rendering particles in a separate layer.</p></div>
66    <h2>Description of SubmitView ( RenderQueue *, SceneContext *, const Camera &, u8, u8, IsVisibleModelFunctor *, RenderSortMode )</h2>
67    <div class="section"><p>SubmitView can be used to specify models to be displayed for function objects.</p></div>
68  <hr><p>CONFIDENTIAL</p></body>
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