Convert GraphicsThread/GraphicsOperation to more generic OperationsThread/Operation.
This paves the way to running cull traversals in seperate threads. Updated wrappers
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@@ -588,6 +588,10 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::SceneView)
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__void__draw,
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"Do draw traversal of draw bins generated by cull traversal. ",
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"");
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I_Method0(unsigned int, getDynamicObjectCount,
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__unsigned_int__getDynamicObjectCount,
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"Compute the number of dynamic objects that will be held in the rendering backend. ",
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"");
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I_Method0(void, releaseAllGLObjects,
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__void__releaseAllGLObjects,
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"Release all OpenGL objects from the scene graph, such as texture objects, display lists etc. ",
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@@ -637,6 +641,9 @@ BEGIN_OBJECT_REFLECTOR(osgUtil::SceneView)
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I_SimpleProperty(GLenum, DrawBufferValue,
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__GLenum__getDrawBufferValue,
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__void__setDrawBufferValue__GLenum);
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I_SimpleProperty(unsigned int, DynamicObjectCount,
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__unsigned_int__getDynamicObjectCount,
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0);
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I_SimpleProperty(osg::FrameStamp *, FrameStamp,
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0,
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__void__setFrameStamp__osg_FrameStamp_P1);
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