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static void | arrow (const Point3 &start, const Vector3 &vector, RenderDevice *renderDevice, const Color4 &color=Color3::orange(), float scale=1.0f) |
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static void | axes (const class CoordinateFrame &cframe, RenderDevice *renderDevice, const Color4 &xColor=Color3::red(), const Color4 &yColor=Color3::green(), const Color4 &zColor=Color3::blue(), float scale=1.0f) |
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static void | axes (RenderDevice *renderDevice, const Color4 &xColor=Color3::red(), const Color4 &yColor=Color3::green(), const Color4 &zColor=Color3::blue(), float scale=1.0f) |
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static void | box (const Box &box, RenderDevice *rd, const Color4 &solidColor=Color4(1,.2f,.2f,.5f), const Color4 &wireColor=Color3::black()) |
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static void | box (const AABox &box, RenderDevice *rd, const Color4 &solidColor=Color4(1,.2f,.2f,.5f), const Color4 &wireColor=Color3::black()) |
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static void | boxes (const Array< Box > &boxes, RenderDevice *renderDevice, const Color4 &solidColor=Color4(1,.2f,.2f,.5f), const Color4 &wireColor=Color3::black()) |
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Set the solid color or wire color to Color4::clear() to prevent rendering of surfaces or lines. More...
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static void | boxes (const Array< AABox > &aaboxes, RenderDevice *renderDevice, const Color4 &solidColor=Color4(1,.2f,.2f,.5f), const Color4 &wireColor=Color3::black()) |
| Converts all AABox to Boxes first, so not optimized. More...
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static void | camera (shared_ptr< Camera > camera, RenderDevice *rd) |
| Draws a symbolic representation of the camera. More...
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static void | capsule (const Capsule &capsule, RenderDevice *renderDevice, const Color4 &solidColor=Color4(1, 0, 1,.5), const Color4 &wireColor=Color3::black()) |
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static void | cylinder (const Cylinder &cylinder, RenderDevice *renderDevice, const Color4 &solidColor=Color4(1, 1, 0,.5), const Color4 &wireColor=Color3::black()) |
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static void | frustum (const class Frustum &frustum, RenderDevice *rd, const Color4 &color=Color4(1,.4f,.4f, 0.2f), const Color4 &wire=Color3::black()) |
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static void | histogram (const Rect2D &area, const Array< float > &values, float binSize, RenderDevice *rd, shared_ptr< GFont > font, const Color4 &boxColor=Color3::black(), const Color4 &labelColor=Color3::black(), float fontSize=12.0f, bool useLogScale=false) |
| The actual histogram will only be 95% as wide and 80% as tall as. More...
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static void | light (const shared_ptr< Light > &light, RenderDevice *rd, RenderPassType passType, float dirDist=1000.0f) |
| Visualize a single light (simple version) dirDist is the distance away to draw the geometry for a directional light. More...
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static void | line (const Line &line, RenderDevice *rd, const Color4 &color=Color3::black()) |
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static void | lineSegment (const LineSegment &lineSegment, RenderDevice *rd, const Color4 &color=Color3::black(), float scale=1) |
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static void | physicsFrameSpline (const class PhysicsFrameSpline &spline, RenderDevice *rd, int highlightedIndex=-1) |
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static void | plane (const Plane &plane, RenderDevice *rd, const Color4 &solidColor=Color4(.2f,.2f, 1,.5f), const Color4 &wireColor=Color3::black()) |
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static void | point (const Point3 &point, RenderDevice *rd, const Color4 &color=Color3::white(), float pixelRadius=0.5f) |
| Draw a single point. More...
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static void | point (const Point2 &point, RenderDevice *rd, const Color4 &color=Color3::white(), float pixelRadius=0.5f) |
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static void | points (const Array< Point3 > &points, RenderDevice *rd, const Array< Color3 > &colors, float pixelRadius=0.5f) |
| Draw a colored point cloud. More...
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static void | points (const Array< Point3 > &points, RenderDevice *rd, const Color4 &color=Color3::white(), float pixelRadius=0.5f) |
| Draw a point cloud. More...
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static void | points (const Array< Point2 > &points, RenderDevice *rd, const Color4 &color=Color3::white(), float pixelRadius=0.5f) |
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static void | poly2D (const Array< Vector2 > &polygon, RenderDevice *renderDevice, const Color4 &color=Color3::yellow()) |
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static void | poly2DOutline (const Array< Vector2 > &polygon, RenderDevice *renderDevice, const Color4 &color=Color3::yellow()) |
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Renders exact corners of a 2D polygon using lines. More...
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static void | ray (const class Ray &ray, RenderDevice *renderDevice, const Color4 &color=Color3::orange(), float scale=1) |
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static void | rect2D (const class Rect2D &rect, RenderDevice *rd, const Color4 &color=Color3::white(), const shared_ptr< Texture > &textureMap=nullptr, const Sampler &sampler=Sampler::video(), bool invertY=false, float gammaAdjust=1.0f) |
| Draws a rectangle with dimensions specified by the input rect that contains either the passed in texture or if the textureMap is null then the color specified is drawn. More...
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static void | rect2DBorder (const class Rect2D &rect, RenderDevice *rd, const Color4 &color=Color3::black(), float innerBorder=0, float outerBorder=1) |
| Draws a border about the rectangle using polygons (since PrimitiveType::LINE_STRIP doesn't guarantee pixel widths). More...
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static void | skyBox (RenderDevice *renderDevice, const shared_ptr< Texture > &cubeMap) |
| Render a skybox using cubeMap, and the set of 6 cube map faces in texture if cubeMap is nullptr. More...
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static void | sphere (const Sphere &sphere, RenderDevice *rd, const Color4 &solidColor=Color4(1, 1, 0,.5f), const Color4 &wireColor=Color3::black()) |
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static void | vertexNormals (const G3D::MeshAlg::Geometry &geometry, RenderDevice *renderDevice, const Color4 &color=Color3::green() *.5, float scale=1) |
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Renders per-vertex normals as thin arrows. More...
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static void | vertexVectors (const Array< Vector3 > &vertexArray, const Array< Vector3 > &directionArray, RenderDevice *renderDevice, const Color4 &color=Color3::red() *0.5, float scale=1) |
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Convenient for rendering tangent space basis vectors. More...
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static void | visualizeCameraGeometry (shared_ptr< Camera > camera, RenderDevice *rd) |
| Draws relevant geometry information for the camera. More...
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static void | visualizeLightGeometry (const shared_ptr< Light > &light, RenderDevice *rd, RenderPassType passType) |
| Visualize a the geometry of the effect of a single light. More...
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Useful routines for rendering primitives when debugging.
Compared to the optimized RenderDevice::beginIndexedPrimitives calls used by ArticulatedModel, these routines are slow.
When rendering translucent bounding objects, depth write is automatically disabled. Render from back to front for proper transparency.
- See also
- debugDraw, Shape