MeshLib C++ Docs
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MR::BasicUiRenderTask Struct Referenceabstract

IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame. More...

#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
 
BasicUiRenderTaskoperator= (const BasicUiRenderTask &)=default
 
BasicUiRenderTaskoperator= (BasicUiRenderTask &&)=default
 
virtual void earlyBackwardPass (const BackwardPassParams &params)
 
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).
 

Detailed Description

IRenderObject::renderUi() can emit zero or more or more of those tasks. They are sorted by depth every frame.


The documentation for this struct was generated from the following file: