18void SetupLightMask(
ShadingModel shadingModel, uint8_t lightingChannels,
bool useBakedLight);
19void SetupLightingChannels();
21void PrepareForwardRendering();
22void PrepareUiRendering();
27void BindStaticMesh(
StaticMesh* staticMesh, uint32_t* instanceColors);
30uint8_t ConfigTev(uint8_t tevStage, uint32_t textureSlot,
TevMode mode,
bool vertexColorBlend);
32void ApplyWidgetRotation(Mtx& mtx,
Widget* widget);
34void* CreateMeshDisplayList(
StaticMesh* staticMesh,
bool useColor, uint32_t& outSize);
35void DestroyMeshDisplayList(
void* displayList);
ShadingModel
Definition EngineTypes.h:104
TevMode
Definition EngineTypes.h:132
bool IsCpuSkinningRequired(SkeletalMesh3D *skeletalMeshComp)
Definition VulkanUtils.cpp:1964
Definition MaterialLite.h:51
Definition Primitive3d.h:46
Definition SkeletalMesh3d.h:85
Definition SkeletalMesh.h:99
Definition StaticMesh3d.h:12
Definition StaticMesh.h:18