Urho3D::Renderer Class Reference
Public Types |
Public Member Functions |
Static Public Member Functions |
Private Member Functions |
Private Attributes |
List of all members
Urho3D::Renderer Class Reference
High-level rendering subsystem. Manages drawing of 3D views. More...
#include <Urho3D/Graphics/Renderer.h>
Inheritance diagram for Urho3D::Renderer:
Collaboration diagram for Urho3D::Renderer:
Public Types | |
typedef void(Object::* | ShadowMapFilter )(View *view, Texture2D *shadowMap, float blurScale) |
Public Member Functions | |
Renderer (Context *context) | |
Construct. | |
virtual | ~Renderer () |
Destruct. | |
void | SetNumViewports (unsigned num) |
Set number of backbuffer viewports to render. | |
void | SetViewport (unsigned index, Viewport *viewport) |
Set a backbuffer viewport. | |
void | SetDefaultRenderPath (RenderPath *renderPath) |
Set default renderpath. | |
void | SetDefaultRenderPath (XMLFile *file) |
Set default renderpath from an XML file. | |
void | SetDefaultTechnique (Technique *tech) |
Set default non-textured material technique. | |
void | SetHDRRendering (bool enable) |
Set HDR rendering on/off. | |
void | SetSpecularLighting (bool enable) |
Set specular lighting on/off. | |
void | SetTextureAnisotropy (int level) |
Set default texture max anisotropy level. | |
void | SetTextureFilterMode (TextureFilterMode mode) |
Set default texture filtering. | |
void | SetTextureQuality (int quality) |
Set texture quality level. See the QUALITY constants in GraphicsDefs.h. | |
void | SetMaterialQuality (int quality) |
Set material quality level. See the QUALITY constants in GraphicsDefs.h. | |
void | SetDrawShadows (bool enable) |
Set shadows on/off. | |
void | SetShadowMapSize (int size) |
Set shadow map resolution. | |
void | SetShadowQuality (ShadowQuality quality) |
Set shadow quality mode. See the SHADOWQUALITY enum in GraphicsDefs.h. | |
void | SetShadowSoftness (float shadowSoftness) |
Set shadow softness, only works when SHADOWQUALITY_BLUR_VSM is used. | |
void | SetVSMShadowParameters (float minVariance, float lightBleedingReduction) |
Set shadow parameters when VSM is used, they help to reduce light bleeding. LightBleeding must be in [0, 1[. | |
void | SetVSMMultiSample (int multiSample) |
Set VSM shadow map multisampling level. Default 1 (no multisampling.) | |
void | SetShadowMapFilter (Object *instance, ShadowMapFilter functionPtr) |
Set post processing filter to the shadow map. | |
void | SetReuseShadowMaps (bool enable) |
Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed. | |
void | SetMaxShadowMaps (int shadowMaps) |
Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled. | |
void | SetDynamicInstancing (bool enable) |
Set dynamic instancing on/off. When on (default), drawables using the same static-type geometry and material will be automatically combined to an instanced draw call. | |
void | SetNumExtraInstancingBufferElements (int elements) |
Set number of extra instancing buffer elements. Default is 0. Extra 4-vectors are available through TEXCOORD7 and further. | |
void | SetMinInstances (int instances) |
Set minimum number of instances required in a batch group to render as instanced. | |
void | SetMaxSortedInstances (int instances) |
Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted. | |
void | SetMaxOccluderTriangles (int triangles) |
Set maximum number of occluder triangles. | |
void | SetOcclusionBufferSize (int size) |
Set occluder buffer width. | |
void | SetOccluderSizeThreshold (float screenSize) |
Set required screen size (1.0 = full screen) for occluders. | |
void | SetThreadedOcclusion (bool enable) |
Set whether to thread occluder rendering. Default false. | |
void | SetMobileShadowBiasMul (float mul) |
Set shadow depth bias multiplier for mobile platforms to counteract possible worse shadow map precision. Default 1.0 (no effect.) | |
void | SetMobileShadowBiasAdd (float add) |
Set shadow depth bias addition for mobile platforms to counteract possible worse shadow map precision. Default 0.0 (no effect.) | |
void | SetMobileNormalOffsetMul (float mul) |
Set shadow normal offset multiplier for mobile platforms to counteract possible worse shadow map precision. Default 1.0 (no effect.) | |
void | ReloadShaders () |
Force reload of shaders. | |
void | ApplyShadowMapFilter (View *view, Texture2D *shadowMap, float blurScale) |
Apply post processing filter to the shadow map. Called by View. | |
unsigned | GetNumViewports () const |
Return number of backbuffer viewports. | |
Viewport * | GetViewport (unsigned index) const |
Return backbuffer viewport by index. | |
RenderPath * | GetDefaultRenderPath () const |
Return default renderpath. | |
Technique * | GetDefaultTechnique () const |
Return default non-textured material technique. | |
bool | GetHDRRendering () const |
Return whether HDR rendering is enabled. | |
bool | GetSpecularLighting () const |
Return whether specular lighting is enabled. | |
bool | GetDrawShadows () const |
Return whether drawing shadows is enabled. | |
int | GetTextureAnisotropy () const |
Return default texture max. anisotropy level. | |
TextureFilterMode | GetTextureFilterMode () const |
Return default texture filtering mode. | |
int | GetTextureQuality () const |
Return texture quality level. | |
int | GetMaterialQuality () const |
Return material quality level. | |
int | GetShadowMapSize () const |
Return shadow map resolution. | |
ShadowQuality | GetShadowQuality () const |
Return shadow quality. | |
float | GetShadowSoftness () const |
Return shadow softness. | |
Vector2 | GetVSMShadowParameters () const |
Return VSM shadow parameters. | |
int | GetVSMMultiSample () const |
Return VSM shadow multisample level. | |
bool | GetReuseShadowMaps () const |
Return whether shadow maps are reused. | |
int | GetMaxShadowMaps () const |
Return maximum number of shadow maps per resolution. | |
bool | GetDynamicInstancing () const |
Return whether dynamic instancing is in use. | |
int | GetNumExtraInstancingBufferElements () const |
Return number of extra instancing buffer elements. | |
int | GetMinInstances () const |
Return minimum number of instances required in a batch group to render as instanced. | |
int | GetMaxSortedInstances () const |
Return maximum number of sorted instances per batch group. | |
int | GetMaxOccluderTriangles () const |
Return maximum number of occluder triangles. | |
int | GetOcclusionBufferSize () const |
Return occlusion buffer width. | |
float | GetOccluderSizeThreshold () const |
Return occluder screen size threshold. | |
bool | GetThreadedOcclusion () const |
Return whether occlusion rendering is threaded. | |
float | GetMobileShadowBiasMul () const |
Return shadow depth bias multiplier for mobile platforms. | |
float | GetMobileShadowBiasAdd () const |
Return shadow depth bias addition for mobile platforms. | |
float | GetMobileNormalOffsetMul () const |
Return shadow normal offset multiplier for mobile platforms. | |
unsigned | GetNumViews () const |
Return number of views rendered. | |
unsigned | GetNumPrimitives () const |
Return number of primitives rendered. | |
unsigned | GetNumBatches () const |
Return number of batches rendered. | |
unsigned | GetNumGeometries (bool allViews=false) const |
Return number of geometries rendered. | |
unsigned | GetNumLights (bool allViews=false) const |
Return number of lights rendered. | |
unsigned | GetNumShadowMaps (bool allViews=false) const |
Return number of shadow maps rendered. | |
unsigned | GetNumOccluders (bool allViews=false) const |
Return number of occluders rendered. | |
Zone * | GetDefaultZone () const |
Return the default zone. | |
Material * | GetDefaultMaterial () const |
Return the default material. | |
Texture2D * | GetDefaultLightRamp () const |
Return the default range attenuation texture. | |
Texture2D * | GetDefaultLightSpot () const |
Return the default spotlight attenuation texture. | |
TextureCube * | GetFaceSelectCubeMap () const |
Return the shadowed pointlight face selection cube map. | |
TextureCube * | GetIndirectionCubeMap () const |
Return the shadowed pointlight indirection cube map. | |
VertexBuffer * | GetInstancingBuffer () const |
Return the instancing vertex buffer. | |
const FrameInfo & | GetFrameInfo () const |
Return the frame update parameters. | |
void | Update (float timeStep) |
Update for rendering. Called by HandleRenderUpdate(). | |
void | Render () |
Render. Called by Engine. | |
void | DrawDebugGeometry (bool depthTest) |
Add debug geometry to the debug renderer. More... | |
void | QueueRenderSurface (RenderSurface *renderTarget) |
Queue a render surface's viewports for rendering. Called by the surface, or by View. | |
void | QueueViewport (RenderSurface *renderTarget, Viewport *viewport) |
Queue a viewport for rendering. Null surface means backbuffer. | |
Geometry * | GetLightGeometry (Light *light) |
Return volume geometry for a light. | |
Geometry * | GetQuadGeometry () |
Return quad geometry used in postprocessing. | |
Texture2D * | GetShadowMap (Light *light, Camera *camera, unsigned viewWidth, unsigned viewHeight) |
Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time. More... | |
Texture * | GetScreenBuffer (int width, int height, unsigned format, int multiSample, bool autoResolve, bool cubemap, bool filtered, bool srgb, unsigned persistentKey=0) |
Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before. More... | |
RenderSurface * | GetDepthStencil (int width, int height, int multiSample, bool autoResolve) |
Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before. | |
OcclusionBuffer * | GetOcclusionBuffer (Camera *camera) |
Allocate an occlusion buffer. | |
Camera * | GetShadowCamera () |
Allocate a temporary shadow camera and a scene node for it. Is thread-safe. | |
void | StorePreparedView (View *view, Camera *cullCamera) |
Mark a view as prepared by the specified culling camera. | |
View * | GetPreparedView (Camera *cullCamera) |
Return a prepared view if exists for the specified camera. Used to avoid duplicate view preparation CPU work. | |
void | SetBatchShaders (Batch &batch, Technique *tech, bool allowShadows, const BatchQueue &queue) |
Choose shaders for a forward rendering batch. The related batch queue is provided in case it has extra shader compilation defines. | |
void | SetLightVolumeBatchShaders (Batch &batch, Camera *camera, const String &vsName, const String &psName, const String &vsDefines, const String &psDefines) |
Choose shaders for a deferred light volume batch. | |
void | SetCullMode (CullMode mode, Camera *camera) |
Set cull mode while taking possible projection flipping into account. | |
bool | ResizeInstancingBuffer (unsigned numInstances) |
Ensure sufficient size of the instancing vertex buffer. Return true if successful. | |
void | SaveScreenBufferAllocations () |
Save the screen buffer allocation status. Called by View. | |
void | RestoreScreenBufferAllocations () |
Restore the screen buffer allocation status. Called by View. | |
void | OptimizeLightByScissor (Light *light, Camera *camera) |
Optimize a light by scissor rectangle. | |
void | OptimizeLightByStencil (Light *light, Camera *camera) |
Optimize a light by marking it to the stencil buffer and setting a stencil test. | |
const Rect & | GetLightScissor (Light *light, Camera *camera) |
Return a scissor rectangle for a light. | |
Public Member Functions inherited from Urho3D::Object | |
Object (Context *context) | |
Construct. | |
virtual | ~Object () |
Destruct. Clean up self from event sender & receiver structures. | |
virtual StringHash | GetType () const =0 |
Return type hash. | |
virtual const String & | GetTypeName () const =0 |
Return type name. | |
virtual const TypeInfo * | GetTypeInfo () const =0 |
Return type info. | |
virtual void | OnEvent (Object *sender, StringHash eventType, VariantMap &eventData) |
Handle event. | |
bool | IsInstanceOf (StringHash type) const |
Check current instance is type of specified type. | |
bool | IsInstanceOf (const TypeInfo *typeInfo) const |
Check current instance is type of specified type. | |
template<typename T > | |
bool | IsInstanceOf () const |
Check current instance is type of specified class. | |
void | SubscribeToEvent (StringHash eventType, EventHandler *handler) |
Subscribe to an event that can be sent by any sender. | |
void | SubscribeToEvent (Object *sender, StringHash eventType, EventHandler *handler) |
Subscribe to a specific sender's event. | |
void | UnsubscribeFromEvent (StringHash eventType) |
Unsubscribe from an event. | |
void | UnsubscribeFromEvent (Object *sender, StringHash eventType) |
Unsubscribe from a specific sender's event. | |
void | UnsubscribeFromEvents (Object *sender) |
Unsubscribe from a specific sender's events. | |
void | UnsubscribeFromAllEvents () |
Unsubscribe from all events. | |
void | UnsubscribeFromAllEventsExcept (const PODVector< StringHash > &exceptions, bool onlyUserData) |
Unsubscribe from all events except those listed, and optionally only those with userdata (script registered events.) | |
void | SendEvent (StringHash eventType) |
Send event to all subscribers. | |
void | SendEvent (StringHash eventType, VariantMap &eventData) |
Send event with parameters to all subscribers. | |
VariantMap & | GetEventDataMap () const |
Return a preallocated map for event data. Used for optimization to avoid constant re-allocation of event data maps. | |
Context * | GetContext () const |
Return execution context. | |
const Variant & | GetGlobalVar (StringHash key) const |
Return global variable based on key. | |
const VariantMap & | GetGlobalVars () const |
Return all global variables. | |
void | SetGlobalVar (StringHash key, const Variant &value) |
Set global variable with the respective key and value. | |
Object * | GetSubsystem (StringHash type) const |
Return subsystem by type. | |
Object * | GetEventSender () const |
Return active event sender. Null outside event handling. | |
EventHandler * | GetEventHandler () const |
Return active event handler. Null outside event handling. | |
bool | HasSubscribedToEvent (StringHash eventType) const |
Return whether has subscribed to an event without specific sender. | |
bool | HasSubscribedToEvent (Object *sender, StringHash eventType) const |
Return whether has subscribed to a specific sender's event. | |
bool | HasEventHandlers () const |
Return whether has subscribed to any event. | |
template<class T > | |
T * | GetSubsystem () const |
Template version of returning a subsystem. | |
const String & | GetCategory () const |
Return object category. Categories are (optionally) registered along with the object factory. Return an empty string if the object category is not registered. | |
Public Member Functions inherited from Urho3D::RefCounted | |
RefCounted () | |
Construct. Allocate the reference count structure and set an initial self weak reference. | |
virtual | ~RefCounted () |
Destruct. Mark as expired and also delete the reference count structure if no outside weak references exist. | |
void | AddRef () |
Increment reference count. Can also be called outside of a SharedPtr for traditional reference counting. | |
void | ReleaseRef () |
Decrement reference count and delete self if no more references. Can also be called outside of a SharedPtr for traditional reference counting. | |
int | Refs () const |
Return reference count. | |
int | WeakRefs () const |
Return weak reference count. | |
RefCount * | RefCountPtr () |
Return pointer to the reference count structure. | |
Static Public Member Functions | |
static View * | GetActualView (View *view) |
Return a view or its source view if it uses one. Used internally for render statistics. | |
Static Public Member Functions inherited from Urho3D::Object | |
static const TypeInfo * | GetTypeInfoStatic () |
Return type info static. | |
Private Member Functions | |
URHO3D_OBJECT (Renderer, Object) | |
void | Initialize () |
Initialize when screen mode initially set. | |
void | LoadShaders () |
Reload shaders. | |
void | LoadPassShaders (Pass *pass, Vector< SharedPtr< ShaderVariation > > &vertexShaders, Vector< SharedPtr< ShaderVariation > > &pixelShaders, const BatchQueue &queue) |
Reload shaders for a material pass. The related batch queue is provided in case it has extra shader compilation defines. | |
void | ReleaseMaterialShaders () |
Release shaders used in materials. | |
void | ReloadTextures () |
Reload textures. | |
void | CreateGeometries () |
Create light volume geometries. | |
void | CreateInstancingBuffer () |
Create instancing vertex buffer. | |
void | SetIndirectionTextureData () |
Create point light shadow indirection texture data. | |
void | UpdateQueuedViewport (unsigned index) |
Update a queued viewport for rendering. More... | |
void | PrepareViewRender () |
Prepare for rendering of a new view. | |
void | RemoveUnusedBuffers () |
Remove unused occlusion and screen buffers. | |
void | ResetShadowMapAllocations () |
Reset shadow map allocation counts. | |
void | ResetScreenBufferAllocations () |
Reset screem buffer allocation counts. | |
void | ResetShadowMaps () |
Remove all shadow maps. Called when global shadow map resolution or format is changed. | |
void | ResetBuffers () |
Remove all occlusion and screen buffers. | |
String | GetShadowVariations () const |
Find variations for shadow shaders. | |
void | HandleScreenMode (StringHash eventType, VariantMap &eventData) |
Handle screen mode event. | |
void | HandleRenderUpdate (StringHash eventType, VariantMap &eventData) |
Handle render update event. | |
void | BlurShadowMap (View *view, Texture2D *shadowMap, float blurScale) |
Blur the shadow map. | |
Private Attributes | |
WeakPtr< Graphics > | graphics_ |
Graphics subsystem. | |
SharedPtr< RenderPath > | defaultRenderPath_ |
Default renderpath. | |
SharedPtr< Technique > | defaultTechnique_ |
Default non-textured material technique. | |
SharedPtr< Zone > | defaultZone_ |
Default zone. | |
SharedPtr< Geometry > | dirLightGeometry_ |
Directional light quad geometry. | |
SharedPtr< Geometry > | spotLightGeometry_ |
Spot light volume geometry. | |
SharedPtr< Geometry > | pointLightGeometry_ |
Point light volume geometry. | |
SharedPtr< VertexBuffer > | instancingBuffer_ |
Instance stream vertex buffer. | |
SharedPtr< Material > | defaultMaterial_ |
Default material. | |
SharedPtr< Texture2D > | defaultLightRamp_ |
Default range attenuation texture. | |
SharedPtr< Texture2D > | defaultLightSpot_ |
Default spotlight attenuation texture. | |
SharedPtr< TextureCube > | faceSelectCubeMap_ |
Face selection cube map for shadowed pointlights. | |
SharedPtr< TextureCube > | indirectionCubeMap_ |
Indirection cube map for shadowed pointlights. | |
Vector< SharedPtr< Node > > | shadowCameraNodes_ |
Reusable scene nodes with shadow camera components. | |
Vector< SharedPtr < OcclusionBuffer > > | occlusionBuffers_ |
Reusable occlusion buffers. | |
HashMap< int, Vector < SharedPtr< Texture2D > > > | shadowMaps_ |
Shadow maps by resolution. | |
HashMap< int, SharedPtr < Texture2D > > | colorShadowMaps_ |
Shadow map dummy color buffers by resolution. | |
HashMap< int, PODVector< Light * > > | shadowMapAllocations_ |
Shadow map allocations by resolution. | |
Object * | shadowMapFilterInstance_ |
Instance of shadow map filter. | |
ShadowMapFilter | shadowMapFilter_ |
Function pointer of shadow map filter. | |
HashMap< long long, Vector < SharedPtr< Texture > > > | screenBuffers_ |
Screen buffers by resolution and format. | |
HashMap< long long, unsigned > | screenBufferAllocations_ |
Current screen buffer allocations by resolution and format. | |
HashMap< long long, unsigned > | savedScreenBufferAllocations_ |
Saved status of screen buffer allocations for restoring. | |
HashMap< Pair< Light *, Camera * > , Rect > | lightScissorCache_ |
Cache for light scissor queries. | |
Vector< SharedPtr< Viewport > > | viewports_ |
Backbuffer viewports. | |
Vector< Pair< WeakPtr < RenderSurface >, WeakPtr < Viewport > > > | queuedViewports_ |
Render surface viewports queued for update. | |
Vector< WeakPtr< View > > | views_ |
Views that have been processed this frame. | |
HashMap< Camera *, WeakPtr < View > > | preparedViews_ |
Prepared views by culling camera. | |
HashSet< Octree * > | updatedOctrees_ |
Octrees that have been updated during the frame. | |
HashSet< Technique * > | shaderErrorDisplayed_ |
Techniques for which missing shader error has been displayed. | |
Mutex | rendererMutex_ |
Mutex for shadow camera allocation. | |
Vector< String > | deferredLightPSVariations_ |
Current variation names for deferred light volume shaders. | |
FrameInfo | frame_ |
Frame info for rendering. | |
int | textureAnisotropy_ |
Texture anisotropy level. | |
TextureFilterMode | textureFilterMode_ |
Texture filtering mode. | |
int | textureQuality_ |
Texture quality level. | |
int | materialQuality_ |
Material quality level. | |
int | shadowMapSize_ |
Shadow map resolution. | |
ShadowQuality | shadowQuality_ |
Shadow quality. | |
float | shadowSoftness_ |
Shadow softness, only works when SHADOWQUALITY_BLUR_VSM is used. | |
Vector2 | vsmShadowParams_ |
Shadow parameters when VSM is used, they help to reduce light bleeding. | |
int | vsmMultiSample_ |
Multisample level for VSM shadows. | |
int | maxShadowMaps_ |
Maximum number of shadow maps per resolution. | |
int | minInstances_ |
Minimum number of instances required in a batch group to render as instanced. | |
int | maxSortedInstances_ |
Maximum sorted instances per batch group. | |
int | maxOccluderTriangles_ |
Maximum occluder triangles. | |
int | occlusionBufferSize_ |
Occlusion buffer width. | |
float | occluderSizeThreshold_ |
Occluder screen size threshold. | |
float | mobileShadowBiasMul_ |
Mobile platform shadow depth bias multiplier. | |
float | mobileShadowBiasAdd_ |
Mobile platform shadow depth bias addition. | |
float | mobileNormalOffsetMul_ |
Mobile platform shadow normal offset multiplier. | |
unsigned | numOcclusionBuffers_ |
Number of occlusion buffers in use. | |
unsigned | numShadowCameras_ |
Number of temporary shadow cameras in use. | |
unsigned | numPrimitives_ |
Number of primitives (3D geometry only.) | |
unsigned | numBatches_ |
Number of batches (3D geometry only.) | |
unsigned | shadersChangedFrameNumber_ |
Frame number on which shaders last changed. | |
unsigned char | lightStencilValue_ |
Current stencil value for light optimization. | |
bool | hdrRendering_ |
HDR rendering flag. | |
bool | specularLighting_ |
Specular lighting flag. | |
bool | drawShadows_ |
Draw shadows flag. | |
bool | reuseShadowMaps_ |
Shadow map reuse flag. | |
bool | dynamicInstancing_ |
Dynamic instancing flag. | |
int | numExtraInstancingBufferElements_ |
Number of extra instancing data elements. | |
bool | threadedOcclusion_ |
Threaded occlusion rendering flag. | |
bool | shadersDirty_ |
Shaders need reloading flag. | |
bool | initialized_ |
Initialized flag. | |
bool | resetViews_ |
Flag for views needing reset. | |
Additional Inherited Members | |
Protected Attributes inherited from Urho3D::Object | |
Context * | context_ |
Execution context. | |
Detailed Description
High-level rendering subsystem. Manages drawing of 3D views.
Member Function Documentation
void Urho3D::Renderer::DrawDebugGeometry | ( | bool | depthTest | ) |
Add debug geometry to the debug renderer.
- Todo:
- Because debug geometry is per-scene, if two cameras show views of the same area, occlusion is not shown correctly
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Texture * Urho3D::Renderer::GetScreenBuffer | ( | int | width, |
int | height, | ||
unsigned | format, | ||
int | multiSample, | ||
bool | autoResolve, | ||
bool | cubemap, | ||
bool | filtered, | ||
bool | srgb, | ||
unsigned | persistentKey = 0 |
||
) |
Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.
- Todo:
- Mipmaps disabled for now. Allow to request mipmapped buffer?
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Texture2D * Urho3D::Renderer::GetShadowMap | ( | Light * | light, |
Camera * | camera, | ||
unsigned | viewWidth, | ||
unsigned | viewHeight | ||
) |
Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
- Todo:
- Allow to specify maximum shadow maps per resolution, as smaller shadow maps take less memory
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private |
Update a queued viewport for rendering.
- Todo:
- May result in incorrect debug geometry culling if the same scene is drawn from multiple viewports
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The documentation for this class was generated from the following files:
- Source/Urho3D/Graphics/Renderer.h
- Source/Urho3D/Graphics/Renderer.cpp