virtual void DrawMesh(const FMeshBatch& Mesh, float ScreenSize) { if (Mesh.GetNumPrimitives() > 0) { check(Mesh.VertexFactory); check(Mesh.VertexFactory->IsInitialized()); #if DO_CHECK Mesh.CheckUniformBuffers(); #endif FStaticMesh* StaticMesh = new(PrimitiveSceneInfo->StaticMeshes) FStaticMesh( PrimitiveSceneInfo, Mesh, ScreenSize, CurrentHitProxy ? CurrentHitProxy->Id : FHitProxyId() ); } }
virtual void DrawMesh( const FMeshBatch& Mesh, float MinDrawDistance, float MaxDrawDistance, bool bShadowOnly ) { check(Mesh.GetNumPrimitives() > 0); check(Mesh.VertexFactory); check(Mesh.VertexFactory->IsInitialized()); #if DO_CHECK Mesh.CheckUniformBuffers(); #endif FStaticMesh* StaticMesh = new(PrimitiveSceneInfo->StaticMeshes) FStaticMesh( PrimitiveSceneInfo, Mesh, FMath::Square(FMath::Max(0.0f,MinDrawDistance)), FMath::Square(FMath::Max(0.0f,MaxDrawDistance)), bShadowOnly, CurrentHitProxy ? CurrentHitProxy->Id : FHitProxyId() ); }