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@@ -186,6 +186,40 @@ get_clear_depth_between_eyes() const {
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return _clear_depth_between_eyes;
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return _clear_depth_between_eyes;
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}
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}
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+////////////////////////////////////////////////////////////////////
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+// Function: DisplayRegion::set_incomplete_render
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+// Access: Public
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+// Description: Sets the incomplete_render flag. When this is
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+// true, the frame will be rendered even if some of the
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+// geometry or textures in the scene are not available
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+// (e.g. they have been temporarily paged out). When
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+// this is false, the frame will be held up while this
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+// data is reloaded.
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+//
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+// This flag may also be set on the
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+// GraphicsStateGuardian. It will be considered true
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+// for a given DisplayRegion only if it is true on both
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+// the GSG and on the DisplayRegion.
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+//
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+// See GraphicsStateGuardian::set_incomplete_render()
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+// for more detail.
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+////////////////////////////////////////////////////////////////////
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+INLINE void DisplayRegion::
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+set_incomplete_render(bool incomplete_render) {
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+ _incomplete_render = incomplete_render;
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+}
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+
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+////////////////////////////////////////////////////////////////////
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+// Function: DisplayRegion::get_incomplete_render
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+// Access: Public, Virtual
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+// Description: Returns the incomplete_render flag. See
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+// set_incomplete_render().
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+////////////////////////////////////////////////////////////////////
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+INLINE bool DisplayRegion::
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+get_incomplete_render() const {
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+ return _incomplete_render;
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+}
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+
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////////////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////////////
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// Function: DisplayRegion::set_texture_reload_priority
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// Function: DisplayRegion::set_texture_reload_priority
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// Access: Published
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// Access: Published
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