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Walk the shadow passes and the culled model groups on worker threads in the Vulkan renderer
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@@ -122,6 +122,10 @@ public:
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// legacy method, updates geometry for pieces in the animation list
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void
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RaAnimate( unsigned int const Framestamp );
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// whether RaAnimate() has anything to update in the frame
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bool
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animation_pending( unsigned int const Framestamp ) const {
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return ( tTrackAnim != nullptr ) && ( Framestamp != m_framestamp ); }
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// sends content of the class to provided stream
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void
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serialize( std::ostream &Output ) const;
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@@ -405,6 +409,10 @@ public:
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// generates renderable version of held non-instanced geometry
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void
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create_geometry();
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// whether create_geometry() has anything to make or to load
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bool
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geometry_pending() const {
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return ( false == m_terrain.empty() ) || ( false == m_geometrycreated ); }
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// loads geometry of the section kept in binary terrain files, if any is waiting
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void
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load_terrain();
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