17void SetupLightMask(
ShadingModel shadingModel, uint8_t lightingChannels,
bool useBakedLight);
18void SetupLightingChannels();
20void PrepareForwardRendering();
21void PrepareUiRendering();
25void BindMaterial(
MaterialLite* material,
bool useVertexColor,
bool useBakedLighting);
26void BindStaticMesh(
StaticMesh* staticMesh, uint32_t* instanceColors);
29uint8_t ConfigTev(uint8_t tevStage, uint32_t textureSlot,
TevMode mode,
bool vertexColorBlend);
31void ApplyWidgetRotation(Mtx& mtx,
Widget* widget);
33void* CreateMeshDisplayList(
StaticMesh* staticMesh,
bool useColor, uint32_t& outSize);
34void DestroyMeshDisplayList(
void* displayList);
ShadingModel
Definition EngineTypes.h:97
TevMode
Definition EngineTypes.h:125
bool IsCpuSkinningRequired(SkeletalMesh3D *skeletalMeshComp)
Definition VulkanUtils.cpp:1922
Definition MaterialLite.h:38
Definition SkeletalMesh3d.h:52
Definition SkeletalMesh.h:86
Definition StaticMesh3d.h:12
Definition StaticMesh.h:18