MCPcopy Create free account
hub / github.com/TorqueGameEngines/Torque3D / prepBatchRender

Method prepBatchRender

Engine/source/T3D/projectile.cpp:1477–1503  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

1475}
1476
1477void Projectile::prepBatchRender( SceneRenderState *state )
1478{
1479 if ( !mProjectileShape )
1480 return;
1481
1482 GFXTransformSaver saver;
1483
1484 // Set up our TS render state.
1485 TSRenderState rdata;
1486 rdata.setSceneState( state );
1487
1488 // We might have some forward lit materials
1489 // so pass down a query to gather lights.
1490 LightQuery query;
1491 query.init( getWorldSphere() );
1492 rdata.setLightQuery( &query );
1493
1494 MatrixF mat = getRenderTransform();
1495 mat.scale( mObjScale );
1496 mat.scale( mDataBlock->scale );
1497 GFX->setWorldMatrix( mat );
1498
1499 mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
1500 mProjectileShape->animate();
1501
1502 mProjectileShape->render( rdata );
1503}
1504
1505DefineEngineMethod(Projectile, presimulate, void, (F32 seconds), (1.0f),
1506 "@brief Updates the projectile's positional and collision information.\n\n"

Callers

nothing calls this directly

Calls 9

setSceneStateMethod · 0.80
setLightQueryMethod · 0.80
initMethod · 0.45
scaleMethod · 0.45
setWorldMatrixMethod · 0.45
getPositionMethod · 0.45
animateMethod · 0.45
renderMethod · 0.45

Tested by

no test coverage detected