Uniform cache data structure.
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List of all members.
Public Attributes |
GLfloat | transfmat [16] |
| Final transformation matrix for the mesh.
|
GLfloat | invmodelmat [16] |
| Inverse modeling matrix.
|
GLfloat | eyeposobj [3] |
| Eye position in object coordinates.
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GLfloat | shamodelview [VR3SDOW_NUM_SOURCES *16] |
| Modelview matrices of the active shadow sources.
|
GLfloat | lightposobj [VR3SC_NUM_LIGHTS *3] |
| Light positions in obj coordinates.
|
Detailed Description
Uniform cache data structure.
This structure is used to store some uniforms at the beginning of the mesh rendering in order to save when transferring them to the shaders used for the different subsets. Some of these parameters may be left unused during rendering depending on the rendering flags, environment mapping mode and other status information.
Definition at line 75 of file VR3Mesh.h.
Member Data Documentation
Eye position in object coordinates.
Definition at line 81 of file VR3Mesh.h.
Inverse modeling matrix.
Definition at line 79 of file VR3Mesh.h.
Light positions in obj coordinates.
Definition at line 85 of file VR3Mesh.h.
Modelview matrices of the active shadow sources.
Definition at line 83 of file VR3Mesh.h.
Final transformation matrix for the mesh.
Definition at line 77 of file VR3Mesh.h.
The documentation for this struct was generated from the following file: