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Add debug mode that shows mesh buffer bounding boxes
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@@ -403,14 +403,14 @@ public:
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their geometry because it is their only reason for existence,
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for example the OctreeSceneNode.
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\param state The culling state to be used. Check E_CULLING_TYPE for possible values.*/
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void setAutomaticCulling(u32 state)
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void setAutomaticCulling(u16 state)
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{
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AutomaticCullingState = state;
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}
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//! Gets the automatic culling state.
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/** \return The automatic culling state. */
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u32 getAutomaticCulling() const
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u16 getAutomaticCulling() const
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{
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return AutomaticCullingState;
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}
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@@ -419,7 +419,7 @@ public:
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/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
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Please note that not all scene nodes support all debug data types.
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\param state The debug data visibility state to be used. */
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virtual void setDebugDataVisible(u32 state)
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virtual void setDebugDataVisible(u16 state)
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{
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DebugDataVisible = state;
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}
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@@ -427,7 +427,7 @@ public:
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//! Returns if debug data like bounding boxes are drawn.
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/** \return A bitwise OR of the debug data values from
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@ref irr::scene::E_DEBUG_SCENE_TYPE that are currently visible. */
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u32 isDebugDataVisible() const
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u16 isDebugDataVisible() const
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{
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return DebugDataVisible;
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}
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@@ -581,10 +581,10 @@ protected:
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s32 ID;
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//! Automatic culling state
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u32 AutomaticCullingState;
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u16 AutomaticCullingState;
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//! Flag if debug data should be drawn, such as Bounding Boxes.
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u32 DebugDataVisible;
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u16 DebugDataVisible;
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//! Is the node visible?
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bool IsVisible;
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