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7    <title>SubmitViewFunctor</title>
8  </head>
9  <body>
10    <h1><CODE><a href="../../../../nw/Overview.html">nw</a>::<a href="../../../../nw/gfx/Overview.html">gfx</a>::<a href="../../../../nw/gfx/SceneUpdateHelper/Overview.html">SceneUpdateHelper</a>::<a href="../../../../nw/gfx/SceneUpdateHelper/SubmitViewFunctor/Overview.html">SubmitViewFunctor</a>::SubmitViewFunctor</CODE> Constructor</h1>
11    <h2>Syntax</h2>
12    <div class="section">
13      <pre class="definition">
14SubmitViewFunctor(
15     <a href="../../../../nw/gfx/SkeletonUpdater/Overview.html">SkeletonUpdater</a> * skeletonUpdater,
16     <a href="../../../../nw/gfx/BillboardUpdater/Overview.html">BillboardUpdater</a> * billboardUpdater,
17     <a href="../../../../nw/gfx/BasicRenderQueue/Overview.html">RenderQueue</a> * renderQueue,
18     const <a href="../../../../nw/gfx/Camera/Overview.html">Camera</a> * camera,
19     <span>u8</span> layerId,
20     <span>u8</span> particleLayerId,
21     IsVisibleModel * isVisibleModel
22);
23</pre>
24    </div>
25    <h2>Arguments</h2>
26    <div class="section">
27      <table class="arguments">
28        <thead>
29          <tr>
30            <td width="15" />
31            <th>Name</th>
32            <td>Description</td>
33          </tr>
34        </thead>
35        <tr>
36          <td>in</td>
37          <th><CODE>skeletonUpdater</CODE></th>
38          <td>
39            </td>
40        </tr>
41        <tr>
42          <td>in</td>
43          <th><CODE>billboardUpdater</CODE></th>
44          <td>
45            </td>
46        </tr>
47        <tr>
48          <td>in</td>
49          <th><CODE>renderQueue</CODE></th>
50          <td>Queue where the elements that make up the render targets are collected.</td>
51        </tr>
52        <tr>
53          <td>in</td>
54          <th>camera</th>
55          <td>Camera.</td>
56        </tr>
57        <tr>
58          <td>in</td>
59          <th><CODE>layerId</CODE></th>
60          <td>ID that is given highest priority when sorting render elements. This is used to control rendering of layers and billboarding.</td>
61        </tr>
62        <tr>
63          <td>in</td>
64          <th><CODE>particleLayerId</CODE></th>
65          <td><CODE>layerId</CODE> for rendering particles.</td>
66        </tr>
67        <tr>
68          <td>in</td>
69          <th>isVisibleModel</th>
70          <td>Function object used to identify the model to be displayed.</td>
71        </tr> </table>
72    </div>
73    <h2>Description</h2>
74    <div class="section">
75      <p>Constructor.</p>
76    </div>
77  <hr><p>CONFIDENTIAL</p></body>
78</html>
79