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| template<typename LambdaType > |
| void | DrawDynamicMeshPass (const FSceneView &View, FRHICommandList &RHICmdList, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false) |
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| template<typename ParameterStructType , typename LambdaType > |
| void | AddDrawDynamicMeshPass (FRDGBuilder &GraphBuilder, FRDGEventName &&EventName, const ParameterStructType *PassParameters, const FSceneView &View, FIntRect ViewportRect, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false, bool bForceParallelSetupOff=false) |
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| template<typename ParameterStructType , typename LambdaType > |
| void | AddDrawDynamicMeshPass (FRDGBuilder &GraphBuilder, FRDGEventName &&EventName, const ParameterStructType *PassParameters, const FSceneView &View, FIntRect ViewportRect, FIntRect ScissorRect, const LambdaType &BuildPassProcessorLambda, bool bForceStereoInstancingOff=false, bool bForceParallelSetupOff=false) |
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◆ AddDrawDynamicMeshPass() [1/2]
◆ AddDrawDynamicMeshPass() [2/2]
◆ DrawDynamicMeshPass()
Provides a callback to build FMeshDrawCommands and then submits them immediately. Useful for legacy / editor code paths. Does many dynamic allocations - do not use for game rendering.