void vdsRenderTree (vdsNode *node, vdsRenderFunction render, vdsVisibilityFunction visible)

Traverses the vertex tree, culling and rendering nodes according to user-specified callbacks

Documentation

Traverses the vertex tree, culling and rendering nodes according to user-specified callbacks. Traverses the vdsNode tree, calling a user-specified function to render the active triangle list stored with each node (via the node->vistris linked list). Maintaining multiple lists (one per node) allows for visibility culling, again via a user-specified callback. This callback should take a vdsNode and return 0 (the node is completely invisible), 1 (the node may be partially visible), or 2 (the node is completely visible).

Note: Culling is only done down to level VDS_CULLDEPTH of the tree, and only nodes at or above VDS_CULLDEPTH have an associated vistri list. There ought to be a more elegant way to indicate whether a node is cullable. A 1-bit flag?

Parameters:
node - The vdsNode being considered for rendering. render The user-specified function for rendering a node. cull The user-specifed function for checking the visibility of a node. NULL if the node is to be assumed visible.

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