void FamilyManager::addEntityToFamilies(Entity* entity) { //Entity zu RenderNode-Family hinzufuegen if(RenderNode().isEntityMember(entity)) { addMemberToFamily(Family::RENDER_SYSTEM, new RenderNode(entity)); } //Entity zu MotionControlNode-Family hinzufuegen if(MotionControlNode().isEntityMember(entity)) { addMemberToFamily(Family::MOTION_CONTROL_SYSTEM, new MotionControlNode(entity)); } //Entity zu GunControlNode-Family hinzufuegen if(GunControlNode().isEntityMember(entity)) { addMemberToFamily(Family::GUN_CONTROL_SYSTEM, new GunControlNode(entity)); } //Entity zu MovementNode-Family hinzufuegen if(MovementNode().isEntityMember(entity)) { addMemberToFamily(Family::MOVEMENT_SYSTEM, new MovementNode(entity)); } }
// render the objects in the scene (and optionally the tree) void BSPTree::RenderGL() { ObjectList::iterator oit = m_kObjects.begin(); while (oit != m_kObjects.end()) { Object* pObj = *oit; pObj->RenderGL(); oit++; } const LightList* lights = g_pScene->GetLights(); LightList::const_iterator l; for (l=lights->begin();l!=lights->end();l++) { (*l)->RenderGL(); } if (render_tree){ float boxTimes = 0; box.RenderGL(); RenderNode(root,box,boxTimes,0); } }
bool JObjectTree::DrawNodeCallback( const Frame& ext, JObject* pObject, bool bExpanded, void* pContext ) const { RenderNode( pObject, ext, bExpanded ); return true; } // JObjectTree::DrawNodeCallback
/** Add new render node * **/ void TileLoadBalancer::addRenderNode(const RenderNode &rn,UInt32 id) { while(_renderNode.size()<=id) _renderNode.push_back(RenderNode()); _renderNode[id]=rn; }
void VideoManager::render() { for_each(m_videoListener.begin(), m_videoListener.end(), RenderNode()); }