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| struct | Ogre::BoundUav | 
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| struct | Ogre::CompositorChannel | 
|  | A channel in the compositor transports textures between nodes.  More... 
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| struct | Ogre::CompositorNamedBuffer | 
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| class | Ogre::CompositorNode | 
|  | Compositor nodes are the core subject of compositing.  More... 
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| class | Ogre::CompositorNodeDef | 
|  | Compositor nodes are the core subject of compositing.  More... 
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| class | Ogre::CompositorPass | 
|  | Abstract class for compositor passes.  More... 
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| class | Ogre::CompositorPassClear | 
|  | Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc)  More... 
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| class | Ogre::CompositorPassClearDef | 
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| class | Ogre::CompositorPassCompute | 
|  | Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc)  More... 
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| class | Ogre::CompositorPassComputeDef | 
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| class | Ogre::CompositorPassDef | 
|  | Interface to abstract all types of pass definitions (.  More... 
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| class | Ogre::CompositorPassDepthCopy | 
|  | Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs.  More... 
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| class | Ogre::CompositorPassDepthCopyDef | 
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| class | Ogre::CompositorPassMipmap | 
|  | Implementation of CompositorPass This implementation will Mipmap the texture used by this RenderTarget.  More... 
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| class | Ogre::CompositorPassMipmapDef | 
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| class | Ogre::CompositorPassQuad | 
|  | Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc)  More... 
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| class | Ogre::CompositorPassQuadDef | 
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| class | Ogre::CompositorPassScene | 
|  | Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene.  More... 
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| class | Ogre::CompositorPassSceneDef | 
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| class | Ogre::CompositorPassStencil | 
|  | Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc)  More... 
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| class | Ogre::CompositorPassStencilDef | 
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| class | Ogre::CompositorPassUav | 
|  | Implementation of CompositorPass This implementation will set UAVs.  More... 
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| class | Ogre::CompositorPassUavDef | 
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| class | Ogre::CompositorShadowNode | 
|  | Shadow Nodes are special nodes (not to be confused with.  More... 
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| class | Ogre::CompositorShadowNodeDef | 
|  | Shadow Nodes are special nodes (not to be confused with.  More... 
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| class | Ogre::CompositorTargetDef | 
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| struct | Ogre::CompositorTexture | 
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| class | Ogre::CompositorWorkspace | 
|  | A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target).  More... 
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| class | Ogre::CompositorWorkspaceDef | 
|  | @See CompositorWorkspace.  More... 
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| class | Ogre::CompositorWorkspaceListener | 
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| class | Ogre::CustomCompositionPass | 
|  | Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes.  More... 
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| class | Ogre::Particle | 
|  | Class representing a single particle instance.  More... 
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| class | Ogre::ParticleAffector | 
|  | Abstract class defining the interface to be implemented by particle affectors.  More... 
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| class | Ogre::ParticleAffectorFactory | 
|  | Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses.  More... 
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| class | Ogre::ParticleEmitter | 
|  | Abstract class defining the interface to be implemented by particle emitters.  More... 
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| class | Ogre::ParticleEmitterFactory | 
|  | Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses.  More... 
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| class | Ogre::ParticleIterator | 
|  | Convenience class to make it easy to step through all particles in a ParticleSystem.  More... 
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| class | Ogre::ParticleSystem | 
|  | Class defining particle system based special effects.  More... 
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| class | Ogre::ParticleSystemFactory | 
|  | Factory object for creating ParticleSystem instances.  More... 
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| class | Ogre::ParticleSystemManager | 
|  | Manages particle systems, particle system scripts (templates) and the available emitter & affector factories.  More... 
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| class | Ogre::ParticleSystemRenderer | 
|  | Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances.  More... 
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| class | Ogre::ParticleSystemRendererFactory | 
|  | Abstract class definition of a factory object for ParticleSystemRenderer.  More... 
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| class | Ogre::ParticleVisualData | 
|  | Abstract class containing any additional data required to be associated with a particle to perform the required rendering.  More... 
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| class | Ogre::ShadowNodeHelper | 
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| class | Ogre::ShadowTextureDefinition | 
|  | Local texture definition.  More... 
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| class | Ogre::TextureDefinitionBase | 
|  | Centralized class for dealing with declarations of textures in Node & Workspace definitions.  More... 
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| class | Ogre::v1::Billboard | 
|  | A billboard is a primitive which always faces the camera in every frame.  More... 
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| class | Ogre::v1::BillboardChain | 
|  | Allows the rendering of a chain of connected billboards.  More... 
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| class | Ogre::v1::BillboardChainFactory | 
|  | Factory object for creating BillboardChain instances.  More... 
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| class | Ogre::v1::BillboardParticleRenderer | 
|  | Specialisation of ParticleSystemRenderer to render particles using a BillboardSet.  More... 
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| class | Ogre::v1::BillboardParticleRendererFactory | 
|  | Factory class for BillboardParticleRenderer.  More... 
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| class | Ogre::v1::BillboardSet | 
|  | A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other.  More... 
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| class | Ogre::v1::BillboardSetFactory | 
|  | Factory object for creating BillboardSet instances.  More... 
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| class | Ogre::v1::RibbonTrail | 
|  | Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances.  More... 
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| class | Ogre::v1::RibbonTrailFactory | 
|  | Factory object for creating RibbonTrail instances.  More... 
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