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authorJuan Linietsky2014-05-29 10:56:39 -0300
committerJuan Linietsky2014-05-29 10:56:39 -0300
commit6f0b4678e26c04abfc88c0226c803e78a108de98 (patch)
tree51b99b2ece75e5782c0b14c97bb6913c48e7f363 /servers/visual/visual_server_raster.h
parentd9adf2627a70ab37408aca9ae4140c6280dfe6df (diff)
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More 3D Improvements
-=-=-=-=-=-=-=-=-=-= -Sprite3D and AnimatedSprite3D support. -Opaque pre-pass works, is compatible with shadows -Improved shadow map rendering (can differentiate between plain opaque and opaque with shaders/discard/etc) -Added option to use alpha discard in FixedMaterial -Improved Glow FX, many more options (three modes, Additive, Screen and SoftLight), strength and scale -Ability for Background (image or cubemap) to send to glow buffer -Dumb Deploy of clients now actually works in Android -Many Many rendering fixes, 3D is much more usable now.
Diffstat (limited to 'servers/visual/visual_server_raster.h')
-rw-r--r--servers/visual/visual_server_raster.h15
1 files changed, 15 insertions, 0 deletions
diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h
index c281e0b9e..f6ef4ba6d 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -766,6 +766,21 @@ public:
virtual void multimesh_set_visible_instances(RID p_multimesh,int p_visible);
virtual int multimesh_get_visible_instances(RID p_multimesh) const;
+ /* IMMEDIATE API */
+
+ virtual RID immediate_create();
+ virtual void immediate_begin(RID p_immediate,PrimitiveType p_rimitive,RID p_texture=RID());
+ virtual void immediate_vertex(RID p_immediate,const Vector3& p_vertex);
+ virtual void immediate_normal(RID p_immediate,const Vector3& p_normal);
+ virtual void immediate_tangent(RID p_immediate,const Plane& p_tangent);
+ virtual void immediate_color(RID p_immediate,const Color& p_color);
+ virtual void immediate_uv(RID p_immediate, const Vector2& p_uv);
+ virtual void immediate_uv2(RID p_immediate,const Vector2& tex_uv);
+ virtual void immediate_end(RID p_immediate);
+ virtual void immediate_clear(RID p_immediate);
+ virtual void immediate_set_material(RID p_immediate,RID p_material);
+ virtual RID immediate_get_material(RID p_immediate) const;
+
/* PARTICLES API */