IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame.
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#include <MRIRenderObject.h>
Inheritance diagram for MR::BasicUiRenderTask:Classes | |
| struct | BackwardPassParams |
Public Types | |
| enum class | InteractionMask { InteractionMask::mouseHover = 1 << 0 , InteractionMask::mouseScroll = 1 << 1 } |
Public Member Functions | |
| virtual | ~BasicUiRenderTask ()=default |
| BasicUiRenderTask ()=default | |
| BasicUiRenderTask (const BasicUiRenderTask &)=default | |
| BasicUiRenderTask (BasicUiRenderTask &&)=default | |
| BasicUiRenderTask & | operator= (const BasicUiRenderTask &)=default |
| BasicUiRenderTask & | operator= (BasicUiRenderTask &&)=default |
| virtual void | earlyBackwardPass (const BackwardPassParams ¶ms) |
| virtual void | renderPass ()=0 |
| This is the main rendering pass. | |
Public Attributes | |
| float | renderTaskDepth = 0 |
| The tasks are sorted by this depth, descending (larger depth = further away). | |
IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame.