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<title>Crystal Space 1.2.1: csRenderMeshList Class Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>csRenderMeshList Class Reference</h1><!-- doxytag: class="csRenderMeshList" -->This class is used when we need to store, sort and then render a list of rendermeshes.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="rendermeshlist_8h-source.html">cstool/rendermeshlist.h</a>&gt;</code>
<p>

<p>
<a href="classcsRenderMeshList-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#f684ba743c3666621b55522a75521370">AddRenderMeshes</a> (<a class="el" href="structcsRenderMesh.html">csRenderMesh</a> **meshes, int num, long renderPriority, <a class="el" href="group__gfx3d.html#g79fdaed7abd7a72af33d0f0c5dc99055">csZBufMode</a> z_buf_mode, <a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *mesh)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Add a new set of rendermeshes to the lists.  <a href="#f684ba743c3666621b55522a75521370"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#7dbbfc6206a59fa0863bdb5a9b170417">csRenderMeshList</a> (<a class="el" href="structiEngine.html">iEngine</a> *engine)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Constructor.  <a href="#7dbbfc6206a59fa0863bdb5a9b170417"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#860f60b10c470d229d393afb4087a226">Empty</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Empty the meshlist.  <a href="#860f60b10c470d229d393afb4087a226"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#f9d1a7525a5136388bbffcf97e723a42">GetSortedMeshes</a> (<a class="el" href="structcsRenderMesh.html">csRenderMesh</a> **meshes, <a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> **imeshes)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">After sorting the meshes fetch them with this function.  <a href="#f9d1a7525a5136388bbffcf97e723a42"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">size_t&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#190e4483442bc5f85accaac8b1ef7efa">SortMeshLists</a> (<a class="el" href="structiRenderView.html">iRenderView</a> *rview)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sort the list of meshes by render priority and within every render priority.  <a href="#190e4483442bc5f85accaac8b1ef7efa"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsRenderMeshList.html#cc0bde41f9a6bd793dbfcd17c27a5c9a">~csRenderMeshList</a> ()</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Destructor.  <a href="#cc0bde41f9a6bd793dbfcd17c27a5c9a"></a><br></td></tr>
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<hr><a name="_details"></a><h2>Detailed Description</h2>
This class is used when we need to store, sort and then render a list of rendermeshes. 
<p>Definition at line <a class="el" href="rendermeshlist_8h-source.html#l00045">45</a> of file <a class="el" href="rendermeshlist_8h-source.html">rendermeshlist.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="7dbbfc6206a59fa0863bdb5a9b170417"></a><!-- doxytag: member="csRenderMeshList::csRenderMeshList" ref="7dbbfc6206a59fa0863bdb5a9b170417" args="(iEngine *engine)" -->
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          <td class="memname">csRenderMeshList::csRenderMeshList           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiEngine.html">iEngine</a> *&nbsp;</td>
          <td class="paramname"> <em>engine</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
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<p>
Constructor. 
<p>
It needs objectregistry becouse the meshsorter needs to get the renderpriorities sortingoptions from the engine. 
</div>
</div><p>
<a class="anchor" name="cc0bde41f9a6bd793dbfcd17c27a5c9a"></a><!-- doxytag: member="csRenderMeshList::~csRenderMeshList" ref="cc0bde41f9a6bd793dbfcd17c27a5c9a" args="()" -->
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          <td class="memname">csRenderMeshList::~csRenderMeshList           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
        </tr>
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<p>
Destructor. 
<p>
Clean up the list 
</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="f684ba743c3666621b55522a75521370"></a><!-- doxytag: member="csRenderMeshList::AddRenderMeshes" ref="f684ba743c3666621b55522a75521370" args="(csRenderMesh **meshes, int num, long renderPriority, csZBufMode z_buf_mode, iMeshWrapper *mesh)" -->
<div class="memitem">
<div class="memproto">
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          <td class="memname">void csRenderMeshList::AddRenderMeshes           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structcsRenderMesh.html">csRenderMesh</a> **&nbsp;</td>
          <td class="paramname"> <em>meshes</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">int&nbsp;</td>
          <td class="paramname"> <em>num</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">long&nbsp;</td>
          <td class="paramname"> <em>renderPriority</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="group__gfx3d.html#g79fdaed7abd7a72af33d0f0c5dc99055">csZBufMode</a>&nbsp;</td>
          <td class="paramname"> <em>z_buf_mode</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *&nbsp;</td>
          <td class="paramname"> <em>mesh</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
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<p>
Add a new set of rendermeshes to the lists. 
<p>

</div>
</div><p>
<a class="anchor" name="860f60b10c470d229d393afb4087a226"></a><!-- doxytag: member="csRenderMeshList::Empty" ref="860f60b10c470d229d393afb4087a226" args="()" -->
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          <td class="memname">void csRenderMeshList::Empty           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
        </tr>
      </table>
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<p>
Empty the meshlist. 
<p>
It will still hold the list of renderpriorities. 
</div>
</div><p>
<a class="anchor" name="f9d1a7525a5136388bbffcf97e723a42"></a><!-- doxytag: member="csRenderMeshList::GetSortedMeshes" ref="f9d1a7525a5136388bbffcf97e723a42" args="(csRenderMesh **meshes, iMeshWrapper **imeshes)" -->
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          <td class="memname">void csRenderMeshList::GetSortedMeshes           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structcsRenderMesh.html">csRenderMesh</a> **&nbsp;</td>
          <td class="paramname"> <em>meshes</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> **&nbsp;</td>
          <td class="paramname"> <em>imeshes</em></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td width="100%"></td>
        </tr>
      </table>
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<p>
After sorting the meshes fetch them with this function. 
<p>

</div>
</div><p>
<a class="anchor" name="190e4483442bc5f85accaac8b1ef7efa"></a><!-- doxytag: member="csRenderMeshList::SortMeshLists" ref="190e4483442bc5f85accaac8b1ef7efa" args="(iRenderView *rview)" -->
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<div class="memproto">
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          <td class="memname">size_t csRenderMeshList::SortMeshLists           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="structiRenderView.html">iRenderView</a> *&nbsp;</td>
          <td class="paramname"> <em>rview</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Sort the list of meshes by render priority and within every render priority. 
<p>
Return number of total meshes. 
</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li>cstool/<a class="el" href="rendermeshlist_8h-source.html">rendermeshlist.h</a></ul>
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