5#ifndef QSSG_RENDER_MESH_H
6#define QSSG_RENDER_MESH_H
19#include <QtQuick3DRuntimeRender/private/qssgrhicontext_p.h>
21#include <QtQuick3DUtils/private/qssgbounds3_p.h>
22#include <QtQuick3DUtils/private/qssgmeshbvh_p.h>
58 if (
this != &inOther) {
59 count = inOther.count;
60 offset = inOther.offset;
61 bounds = inOther.bounds;
62 bvhRoot = inOther.bvhRoot;
70 if (lodLevel == 0 || lods.isEmpty())
72 if (lodLevel > lods.count())
73 lodLevel = lods.count() - 1;
77 return lods[lodLevel].count;
81 if (lodLevel == 0 || lods.isEmpty())
83 if (lodLevel > lods.count())
84 lodLevel = lods.count() - 1;
88 return lods[lodLevel].offset;
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