CAST II Game Engine |
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type TSkinnedItem = class(TMesh)
TMesh > TVisible > TProcessing > TBaseProcessing > TItem > TBaseItem| Name | Description | |
|---|---|---|
![]() | ShaderConsts | |
![]() | Skeleton |
![]() | constructor Create(AManager: TItemsManager); override; |
![]() | procedure AddProperties(const Result: Props.TProperties); override; |
![]() | function GetAnimRes: TArrayResource; |
![]() | procedure Process(const DeltaT: Float); override; |
![]() | procedure ResolveLinks; override; |
![]() | procedure RetrieveShaderConstants(var ConstList: TShaderConstants); override; |
![]() | procedure SetProperties(Properties: Props.TProperties); override; |
![]() | procedure SetSkeleton(const ASkeleton: TAnimSkeleton); |
![]() | constructor Create(AManager: TItemsManager); override; |
![]() | procedure AddProperties(const Result: Props.TProperties); override; |
![]() | function GetAnimRes: TArrayResource; |
![]() | procedure Process(const DeltaT: Float); override; |
![]() | procedure ResolveLinks; override; |
![]() | procedure RetrieveShaderConstants(var ConstList: TShaderConstants); override; |
![]() | procedure SetProperties(Properties: Props.TProperties); override; |
![]() | procedure SetSkeleton(const ASkeleton: TAnimSkeleton); |
![]() | property CurTime: TTimeUnit; |
![]() | property TimeScale: Single; |
![]() | property TotalAnimations: Integer; |
![]() | property CurTime: TTimeUnit; |
![]() | property TimeScale: Single; |
![]() | property TotalAnimations: Integer; |
Number of animations og the skinned item
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Last modified: Jan 6, 2010 |