7#ifndef QSSG_RENDER_MESH_H
8#define QSSG_RENDER_MESH_H
21#include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
23#include <QtQuick3DUtils/private/qssgbounds3_p.h>
24#include <QtQuick3DUtils/private/qssgmeshbvh_p.h>
60 if (
this != &inOther) {
61 count = inOther.count;
62 offset = inOther.offset;
63 bounds = inOther.bounds;
64 bvhRoot = inOther.bvhRoot;
72 if (lodLevel == 0 || lods.isEmpty())
74 if (lodLevel > lods.count())
75 lodLevel = lods.count() - 1;
79 return lods[lodLevel].count;
83 if (lodLevel == 0 || lods.isEmpty())
85 if (lodLevel > lods.count())
86 lodLevel = lods.count() - 1;
90 return lods[lodLevel].offset;
Combined button and popup list for selecting options.
QSSGRenderMesh(QSSGRenderDrawMode inDrawMode, QSSGRenderWinding inWinding)
std::unique_ptr< QSSGMeshBVH > bvh
QSSGRenderDrawMode drawMode
QSSGRenderWinding winding
QSSGRhiBufferPtr indexBuffer
QSSGRhiInputAssemblerState ia
quint32 lodOffset(int lodLevel) const
QSSGMeshBVHNode::Handle bvhRoot
quint32 lodCount(int lodLevel) const
QSSGRenderSubset & operator=(const QSSGRenderSubset &inOther)
QRhiTexture * targetsTexture
QSSGRhiBufferPtr vertexBuffer
QSSGRenderSubset(const QSSGRenderSubset &inOther)
QSSGRenderSubset()=default