- Member Graphics::Aurora::ModelNode::createAbsoluteBound (Common::BoundingBox parentPosition)
- So this is a great big dirty hack to keep relative positioning in place for rendering purposes, while still allowing bounding volumes to be properly created. This should be replaced by a _globalTransform / _localTransform system one day.
- Member Graphics::Aurora::ModelNode::queueRender (const glm::mat4 &parentTransform)
- Ideally there should be some kind of check in here to determine visibility. if the node isn't (camera) visible, then don't bother trying to render it.
- Member Graphics::Aurora::ModelNode::renderImmediate (const glm::mat4 &parentTransform)
- Ideally there should be some kind of check in here to determine visibility. if the node isn't (camera) visible, then don't bother trying to render it.
- Member Graphics::Shader::ShaderDescriptor::build (bool isGL3, Common::UString &v_string, Common::UString &f_string)
- Declare required inputs here. For vertex shaders this means the camera view and transform matrices, and the appropriate object transform matrix. Fragment shaders have an alpha value and fraggle/froggle for building the final colour output.