struct mrpt::opengl::RenderContext
Overview
Rendering context passed to RenderableProxy::render().
Contains all state needed for rendering an object.
#include <mrpt/opengl/RenderableProxy.h> struct RenderContext { // fields Program* shader = nullptr; shader_id_t shader_id = DefaultShaderID::NONE; const TRenderMatrices* state = nullptr; const mrpt::viz::TLightParameters* lights = nullptr; bool isShadowMapPass = false; };
Fields
Program* shader = nullptr
The shader program to use for rendering.
shader_id_t shader_id = DefaultShaderID::NONE
ID of the shader being used.
const TRenderMatrices* state = nullptr
Projection/view/model matrices and camera state.
const mrpt::viz::TLightParameters* lights = nullptr
Lighting parameters.
bool isShadowMapPass = false
Is this a shadow map generation pass?