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

Method prepBatchRender

Engine/source/afx/afxMagicMissile.cpp:1698–1724  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

1696}
1697
1698void afxMagicMissile::prepBatchRender(SceneRenderState* state)
1699{
1700 if ( !mProjectileShape )
1701 return;
1702
1703 GFXTransformSaver saver;
1704
1705 // Set up our TS render state.
1706 TSRenderState rdata;
1707 rdata.setSceneState( state );
1708
1709 // We might have some forward lit materials
1710 // so pass down a query to gather lights.
1711 LightQuery query;
1712 query.init( getWorldSphere() );
1713 rdata.setLightQuery( &query );
1714
1715 MatrixF mat = getRenderTransform();
1716 mat.scale( mObjScale );
1717 mat.scale( mDataBlock->scale );
1718 GFX->setWorldMatrix( mat );
1719
1720 mProjectileShape->setDetailFromPosAndScale( state, mat.getPosition(), mObjScale );
1721 mProjectileShape->animate();
1722
1723 mProjectileShape->render( rdata );
1724}
1725
1726void afxMagicMissile::onDeleteNotify(SimObject* obj)
1727{

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