OGRE 2.1
Object-Oriented Graphics Rendering Engine
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Namespaces | |
namespace | Assert |
namespace | EmitterCommands |
namespace | PbsBrdf |
namespace | ReadBarrier |
namespace | ResourceAccess |
namespace | ResourceLayout |
namespace | RTShader |
namespace | SceneFlags |
namespace | v1 |
namespace | VisibilityFlags |
namespace | Volume |
namespace | WriteBarrier |
Classes | |
struct | _ConfigOption |
Packages the details of a configuration option. More... | |
struct | Aabb |
AoS (array of structures) version of ArrayAabb. More... | |
class | AbsolutePixelCountLodStrategy |
class | AbstractNode |
struct | ActiveActorData |
class | AlignedMemory |
Class to provide aligned memory allocate functionality. More... | |
class | AllocatedObject |
Superclass for all objects that wish to use custom memory allocators when their new / delete operators are called. More... | |
class | AndroidEGLContext |
class | AndroidEGLSupport |
class | AndroidEGLWindow |
class | AndroidLogListener |
class | Angle |
Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More... | |
class | AnimableObject |
Defines an interface to classes which have one or more AnimableValue instances to expose. More... | |
class | AnimableValue |
Defines an object property which is animable, i.e. More... | |
class | AnimationControllerFunction |
Predefined controller function for dealing with animation. More... | |
class | AntiPortal |
AntiPortal datastructure for occlusion culling. More... | |
class | AntiPortalFactory |
Factory object for creating AntiPortal instances. More... | |
class | Any |
Variant type that can hold Any other type. More... | |
class | AnyNumeric |
Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / . More... | |
class | APKFileSystemArchive |
class | APKFileSystemArchiveFactory |
class | APKZipArchiveFactory |
class | Archive |
Archive-handling class. More... | |
class | ArchiveFactory |
Abstract factory class, archive codec plugins can register concrete subclasses of this. More... | |
class | ArchiveManager |
This class manages the available ArchiveFactory plugins. More... | |
class | AreaEmitter |
Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be). More... | |
class | ArrayAabb |
Cache-friendly array of Aabb represented as a SoA array. More... | |
struct | ArrayActorPlane |
Actors are defined by a plane and a rectangle that limits that plane. More... | |
class | ArrayMatrix4 |
Cache-friendly container of 4x4 matrices represented as a SoA array. More... | |
class | ArrayMatrixAf4x3 |
Cache-friendly container of AFFINE 4x4 matrices represented as a SoA array. More... | |
class | ArrayMemoryManager |
Abstract memory manager for managing large chunks of contiguous memory, optimized for SoA (Structure of Arrays) implementations. More... | |
class | ArrayQuaternion |
Cache-friendly array of Quaternion represented as a SoA array. More... | |
class | ArrayRay |
class | ArraySphere |
Cache-friendly array of Sphere represented as a SoA array. More... | |
class | ArrayVector3 |
Cache-friendly array of 3-dimensional represented as a SoA array. More... | |
class | ASTCCodec |
Codec specialized in loading ASTC (ARM Adaptive Scalable Texture Compression) images. More... | |
class | AsyncTicket |
In Ogre 2.0 data structures, reading data from GPU back to CPU is asynchronous. More... | |
class | AtomAbstractNode |
This is an abstract node which cannot be broken down further. More... | |
class | AtomicObject |
class | AtomicScalar |
class | AutoParamDataSource |
This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters. More... | |
class | AxisAlignedBox |
A 3D box aligned with the x/y/z axes. More... | |
class | AxisAlignedBoxSceneQuery |
Specialises the SceneQuery class for querying within an axis aligned box. More... | |
struct | BackgroundProcessResult |
Encapsulates the result of a background queue request. More... | |
class | Barrier |
A barrier is a synchronization mechanism where multiple threads wait until all of them have reached the barrier sync point before continuing. More... | |
struct | BasicBlock |
class | Bitwise |
Class for manipulating bit patterns. More... | |
class | Bone |
Class representing a Bone in the join hierarchy of a skeleton. More... | |
class | BoneArrayMemoryManager |
Implementation to create the Transform variables needed by Bones. More... | |
class | BoneMemoryManager |
Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth. More... | |
struct | BoneTransform |
Represents the transform of a single object, arranged in SoA (Structure of Arrays) More... | |
class | BooleanMask4 |
struct | BoundUav |
struct | Box |
Structure used to define a box in a 3-D integer space. More... | |
class | BoxEmitter |
Particle emitter which emits particles randomly from points inside a box. More... | |
class | BoxEmitterFactory |
Factory class for particle emitter of type "Box". More... | |
class | BspIntersectionSceneQuery |
BSP specialisation of IntersectionSceneQuery. More... | |
class | BspLevel |
Holds all the data associated with a Binary Space Parition (BSP) based indoor level. More... | |
class | BspNode |
Encapsulates a node in a BSP tree. More... | |
class | BspRaySceneQuery |
BSP specialisation of RaySceneQuery. More... | |
class | BspResourceManager |
Manages the locating and loading of BSP-based indoor levels. More... | |
class | BspSceneManager |
Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More... | |
class | BspSceneManagerFactory |
Factory for BspSceneManager. More... | |
class | BspSceneManagerPlugin |
Plugin instance for BSPSceneManager. More... | |
class | BspSceneNode |
Specialisation of SceneNode for the BspSceneManager. More... | |
class | BufferInterface |
Most (if not all) buffers, can be treated with the same code. More... | |
class | BufferPacked |
struct | BuildLightListRequest |
class | BuiltinScriptTranslatorManager |
This class manages the builtin translators. More... | |
struct | BySkeletonDef |
class | Camera |
A viewpoint from which the scene will be rendered. More... | |
class | Capsule |
struct | CbBase |
struct | CbDrawCall |
struct | CbDrawCallIndexed |
struct | CbDrawCallStrip |
struct | CbDrawIndexed |
struct | CbDrawStrip |
struct | CbIndirectBuffer |
class | cbitset32 |
This is similar to std::bitset, except waaay less bloat. More... | |
class | cbitsetN |
struct | CbLowLevelMaterial |
struct | CbPipelineStateObject |
struct | CbShaderBuffer |
struct | CbSharedDraw |
struct | CbTexture |
struct | CbTextureDisableFrom |
struct | CbVao |
class | CgFxScriptLoader |
Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More... | |
class | CgPlugin |
Plugin instance for Cg Program Manager. More... | |
class | CgProgram |
Specialisation of HighLevelGpuProgram to provide support for nVidia's CG language. More... | |
class | CgProgramFactory |
Factory class for Cg programs. More... | |
class | CocoaContext |
class | CocoaWindow |
class | Codec |
Abstract class that defines a 'codec'. More... | |
class | ColourFaderAffector |
This plugin subclass of ParticleAffector allows you to alter the colour of particles. More... | |
class | ColourFaderAffector2 |
This plugin subclass of ParticleAffector allows you to alter the colour of particles. More... | |
class | ColourFaderAffectorFactory |
Factory class for ColourFaderAffector. More... | |
class | ColourFaderAffectorFactory2 |
Factory class for ColourFaderAffector. More... | |
class | ColourImageAffector |
class | ColourImageAffectorFactory |
Factory class for ColourImageAffector. More... | |
class | ColourInterpolatorAffector |
class | ColourInterpolatorAffectorFactory |
Factory class for ColourInterpolatorAffector. More... | |
class | ColourValue |
Class representing colour. More... | |
class | CommandBuffer |
Command Buffer implementation. More... | |
struct | CompositorChannel |
A channel in the compositor transports textures between nodes. More... | |
class | CompositorManager2 |
Main system for managing Render Targets through the use of nodes. More... | |
struct | CompositorNamedBuffer |
class | CompositorNode |
Compositor nodes are the core subject of compositing. More... | |
class | CompositorNodeDef |
Compositor nodes are the core subject of compositing. More... | |
class | CompositorNodeTranslator |
class | CompositorPass |
Abstract class for compositor passes. More... | |
class | CompositorPassClear |
Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More... | |
class | CompositorPassClearDef |
class | 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... | |
class | CompositorPassComputeDef |
class | CompositorPassDef |
Interface to abstract all types of pass definitions (. More... | |
class | CompositorPassDepthCopy |
Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs. More... | |
class | CompositorPassDepthCopyDef |
class | CompositorPassMipmap |
Implementation of CompositorPass This implementation will Mipmap the texture used by this RenderTarget. More... | |
class | CompositorPassMipmapDef |
class | CompositorPassProvider |
Base class that users can derive from in order to implement custom passes for the compositor. More... | |
class | 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... | |
class | CompositorPassQuadDef |
class | 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... | |
class | CompositorPassSceneDef |
class | CompositorPassStencil |
Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More... | |
class | CompositorPassStencilDef |
class | CompositorPassTranslator |
class | CompositorPassUav |
Implementation of CompositorPass This implementation will set UAVs. More... | |
class | CompositorPassUavDef |
class | CompositorShadowMapRepeatTranslator |
class | CompositorShadowMapTargetTranslator |
class | CompositorShadowMapTargetTypeTranslator |
class | CompositorShadowNode |
Shadow Nodes are special nodes (not to be confused with. More... | |
class | CompositorShadowNodeDef |
Shadow Nodes are special nodes (not to be confused with. More... | |
class | CompositorShadowNodeTranslator |
class | CompositorTargetDef |
class | CompositorTargetTranslator |
struct | CompositorTexture |
class | CompositorTextureBaseTranslator |
class | CompositorWorkspace |
A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More... | |
class | CompositorWorkspaceDef |
@See CompositorWorkspace. More... | |
class | CompositorWorkspaceListener |
class | CompositorWorkspaceTranslator |
class | ComPtr |
struct | ComputeProperty |
struct | ConcreteNode |
class | ConfigDialog |
Defines the behaviour of an automatic renderer configuration dialog. More... | |
class | ConfigFile |
Class for quickly loading settings from a text file. More... | |
class | ConstBufferPacked |
Represents constant buffers (also known as Uniform Buffers in GL) More... | |
class | ConstBufferPool |
Maintains a pool of buffers grouped by hash ID. More... | |
class | ConstBufferPoolUser |
class | ConstMapIterator |
Concrete IteratorWrapper for const access to the underlying key-value container. More... | |
struct | ConstMapRange |
Predefined type. More... | |
class | ConstVectorIterator |
Concrete IteratorWrapper for const access to the underlying container. More... | |
struct | ConstVectorRange |
Predefined type. More... | |
class | Controller |
Instances of this class 'control' the value of another object in the system. More... | |
class | ControllerFunction |
Subclasses of this class are responsible for performing a function on an input value for a Controller. More... | |
class | ControllerManager |
Class for managing Controller instances. More... | |
class | ControllerValue |
Can either be used as an input or output value. More... | |
class | ConvexBody |
Holds a solid representation of a convex body. More... | |
class | CPreprocessor |
This is a simplistic C/C++-like preprocessor. More... | |
class | CreateCompositorScriptCompilerEvent |
class | CreateGpuProgramScriptCompilerEvent |
class | CreateGpuSharedParametersScriptCompilerEvent |
class | CreateHighLevelGpuProgramScriptCompilerEvent |
class | CreateMaterialScriptCompilerEvent |
class | CreateParticleSystemScriptCompilerEvent |
class | CubemapProbe |
struct | CullFrustumRequest |
All variables are read-only for the worker threads. More... | |
class | CustomCompositionPass |
Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More... | |
class | CylinderEmitter |
Particle emitter which emits particles randomly from points inside a cylinder. More... | |
class | CylinderEmitterFactory |
Factory class for particle emitter of type "Cylinder". More... | |
class | D3D11AsyncTicket |
class | D3D11BufferInterface |
For D3D11, most (if not all) buffers, can be treated with the same code. More... | |
class | D3D11BufferInterfaceBase |
For D3D11, most (if not all) buffers, can be treated with the same code. More... | |
class | D3D11CompatBufferInterface |
In D3D11, const buffers can't be bound by offset. More... | |
class | D3D11ConstBufferPacked |
class | D3D11DepthBuffer |
class | D3D11DepthTexture |
class | D3D11DepthTextureTarget |
class | D3D11Device |
class | D3D11DeviceResource |
Represents a Direct3D rendering resource. More... | |
class | D3D11DeviceResourceManager |
Singleton that is used to propagate device state changed notifications. More... | |
class | D3D11Driver |
class | D3D11DriverList |
class | D3D11DynamicBuffer |
D3D11 doesn't support mapping the same buffer twice even if the regions don't overlap. More... | |
class | D3D11GpuProgramManager |
class | D3D11HardwareOcclusionQuery |
This is a class that is the DirectX9 implementation of hardware occlusion testing. More... | |
struct | D3D11HlmsPso |
@See HlmsPso. More... | |
class | D3D11HLSLProgram |
Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL). More... | |
class | D3D11HLSLProgramFactory |
Factory class for D3D11 HLSL programs. More... | |
class | D3D11Mappings |
class | D3D11MultiRenderTarget |
class | D3D11NullTexture |
class | D3D11NullTextureTarget |
class | D3D11PixelFormatToShaderType |
class | D3D11Plugin |
Plugin instance for D3D11 Manager. More... | |
class | D3D11RenderSystem |
Implementation of DirectX11 as a rendering system. More... | |
class | D3D11RenderTexture |
RenderTexture implementation for D3D11. More... | |
class | D3D11RenderWindowBase |
class | D3D11RenderWindowSwapChainBased |
class | D3D11StagingBuffer |
NOTE FOR D3D12 PORTING: The GL3Plus implementation should be used as reference, since it is much lower level than this implementation for D3D11. More... | |
class | D3D11StereoDriverAMD |
Virtual interface of the stereo driver. More... | |
class | D3D11StereoDriverBridge |
Bridge interface from the render system to the stereo driver. More... | |
class | D3D11StereoDriverImpl |
Virtual interface of the stereo driver. More... | |
class | D3D11StereoDriverNVIDIA |
Interface of the NVIDIA stereo driver. More... | |
class | D3D11TexBufferPacked |
class | D3D11Texture |
class | D3D11TextureManager |
class | D3D11UavBufferPacked |
class | D3D11VaoManager |
struct | D3D11VertexArrayObject |
struct | D3D11VertexArrayObjectShared |
class | D3D11VideoMode |
class | D3D11VideoModeList |
class | D3D9DepthBuffer |
class | D3D9Device |
High level interface of Direct3D9 Device. More... | |
class | D3D9DeviceManager |
Device manager interface. More... | |
class | D3D9Driver |
class | D3D9DriverList |
class | D3D9GpuFragmentProgram |
Direct3D implementation of low-level fragment programs. More... | |
class | D3D9GpuProgram |
Direct3D implementation of a few things common to low-level vertex & fragment programs. More... | |
class | D3D9GpuProgramManager |
class | D3D9GpuVertexProgram |
Direct3D implementation of low-level vertex programs. More... | |
class | D3D9HardwareBufferManager |
D3D9HardwareBufferManagerBase as a Singleton. More... | |
class | D3D9HardwareBufferManagerBase |
Implementation of HardwareBufferManager for D3D9. More... | |
class | D3D9HardwareIndexBuffer |
class | D3D9HardwareOcclusionQuery |
This is a class that is the DirectX9 implementation of hardware occlusion testing. More... | |
class | D3D9HardwarePixelBuffer |
class | D3D9HardwareVertexBuffer |
Specialisation of HardwareVertexBuffer for D3D9. More... | |
class | D3D9HLSLProgram |
Specialisation of HighLevelGpuProgram to provide support for D3D9 High-Level Shader Language (HLSL). More... | |
class | D3D9HLSLProgramFactory |
Factory class for D3D9 HLSL programs. More... | |
class | D3D9Mappings |
class | D3D9MultiRenderTarget |
class | D3D9Plugin |
Plugin instance for D3D9 Manager. More... | |
class | D3D9RenderSystem |
Implementation of DirectX9 as a rendering system. More... | |
class | D3D9RenderTexture |
RenderTexture implementation for D3D9. More... | |
class | D3D9RenderWindow |
class | D3D9Resource |
Represents a Direct3D rendering resource. More... | |
class | D3D9ResourceManager |
class | D3D9StereoDriverAMD |
Virtual interface of the stereo driver. More... | |
class | D3D9StereoDriverBridge |
Bridge interface from the render system to the stereo driver. More... | |
class | D3D9StereoDriverImpl |
Virtual interface of the stereo driver. More... | |
class | D3D9StereoDriverNVIDIA |
Interface of the NVIDIA stereo driver. More... | |
class | D3D9Texture |
class | D3D9TextureManager |
class | D3D9VertexDeclaration |
Specialisation of VertexDeclaration for D3D9. More... | |
class | D3D9VideoMode |
class | D3D9VideoModeList |
class | DataStream |
General purpose class used for encapsulating the reading and writing of data. More... | |
class | DDSCodec |
Codec specialized in loading DDS (Direct Draw Surface) images. More... | |
class | Decal |
Decals can have diffuse, normal map, and emissive on top of regular objects. More... | |
class | DecalFactory |
class | DefaultAxisAlignedBoxSceneQuery |
Default implementation of AxisAlignedBoxSceneQuery. More... | |
class | DefaultIntersectionSceneQuery |
Default implementation of IntersectionSceneQuery. More... | |
class | DefaultPlaneBoundedVolumeListSceneQuery |
Default implementation of PlaneBoundedVolumeListSceneQuery. More... | |
class | DefaultRaySceneQuery |
Default implementation of RaySceneQuery. More... | |
class | DefaultSceneFormatListener |
Default implementation that prevents a SceneNode from being exported if the only attached objects. More... | |
class | DefaultSceneManager |
Default scene manager. More... | |
class | DefaultSceneManagerFactory |
Factory for default scene manager. More... | |
class | DefaultShadowCameraSetup |
Implements default shadow camera setup. More... | |
class | DefaultSphereSceneQuery |
Default implementation of SphereSceneQuery. More... | |
class | DefaultWorkQueue |
Implementation of a general purpose request / response style background work queue. More... | |
class | DefaultWorkQueueBase |
Base for a general purpose request / response style background work queue. More... | |
class | DefaultZone |
class | DefaultZoneFactory |
class | DeflateStream |
Stream which compresses / uncompresses data using the 'deflate' compression algorithm. More... | |
class | DeflectorPlaneAffector |
This class defines a ParticleAffector which deflects particles. More... | |
class | DeflectorPlaneAffectorFactory |
Factory class for DeflectorPlaneAffector. More... | |
class | Degree |
Wrapper class which indicates a given angle value is in Degrees. More... | |
class | DepthBuffer |
An abstract class that contains a depth/stencil buffer. More... | |
struct | deque |
class | DirectionRandomiserAffector |
This class defines a ParticleAffector which applies randomness to the movement of the particles. More... | |
class | DirectionRandomiserAffectorFactory |
Factory class for DirectionRandomiserAffector. More... | |
class | DistanceLodBoxStrategy |
Level of detail strategy based on distance from camera to an object's bounding box. More... | |
class | DistanceLodSphereStrategy |
Level of detail strategy based on distance from camera to an object's bounding sphere. More... | |
class | DistanceLodStrategyBase |
Level of detail strategy based on distance from camera. More... | |
struct | DriverVersion |
DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver. More... | |
class | DualQuaternion |
Implementation of a dual quaternion, i.e. More... | |
class | DynLib |
Resource holding data about a dynamic library. More... | |
class | DynLibManager |
Manager for Dynamic-loading Libraries. More... | |
class | EGLContext |
class | EGLSupport |
class | EGLWindow |
class | EllipsoidEmitter |
Particle emitter which emits particles randomly from points inside an ellipsoid. More... | |
class | EllipsoidEmitterFactory |
Factory class for particle emitter of type "Ellipsoid". More... | |
class | EmbeddedZipArchiveFactory |
Specialisation of ZipArchiveFactory for embedded Zip files. More... | |
class | EmscriptenEGLContext |
class | EmscriptenEGLSupport |
class | EmscriptenEGLWindow |
struct | EntityMaterialLodChangedEvent |
Struct containing information about a material LOD change event for entities. More... | |
struct | EntityMeshLodChangedEvent |
Struct containing information about a mesh LOD change event for entities. More... | |
class | ErrorDialog |
Class for displaying the error dialog if Ogre fails badly. More... | |
class | ETCCodec |
Codec specialized in loading ETC (Ericsson Texture Compression) images. More... | |
class | Exception |
When thrown, provides information about an error that has occurred inside the engine. More... | |
class | ExceptionFactory |
Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More... | |
class | EXRCodec |
Codec specialized in loading OpenEXR high dynamic range images. More... | |
class | ExternalTextureSource |
IMPORTANT: Plugins must override default dictionary name! Base class that texture plugins derive from. More... | |
class | ExternalTextureSourceManager |
Singleton Class which handles the registering and control of texture plugins. More... | |
class | FactoryObj |
Abstract factory class. More... | |
class | FastArray |
Lightweight implementation of std::vector. More... | |
class | FileHandleDataStream |
Common subclass of DataStream for handling data from C-style file handles. More... | |
struct | FileInfo |
Information about a file/directory within the archive will be returned using a FileInfo struct. More... | |
class | FileNotFoundException |
class | FileStreamDataStream |
Common subclass of DataStream for handling data from std::basic_istream. More... | |
class | FileSystemArchive |
Specialisation of the Archive class to allow reading of files from filesystem folders / directories. More... | |
class | FileSystemArchiveFactory |
Specialisation of ArchiveFactory for FileSystem files. More... | |
class | FileSystemLayer |
Provides methods to find out where the Ogre config files are stored and where logs and settings files should be written to. More... | |
struct | FilterKernel |
struct | FilterSeparableKernel |
class | FloatGpuParameterControllerValue |
Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program. More... | |
class | FocusedShadowCameraSetup |
Implements the uniform shadow mapping algorithm in focused mode. More... | |
class | Font |
Class representing a font in the system. More... | |
class | FontManager |
Manages Font resources, parsing .fontdef files and generally organising them. More... | |
class | Forward3D |
Forward3D. More... | |
class | ForwardClustered |
Implementation of Clustered Forward Shading. More... | |
class | ForwardPlusBase |
ForwardPlusBase. More... | |
struct | FrameEvent |
Struct containing information about a frame event. More... | |
class | FrameListener |
A interface class defining a listener which can be used to receive notifications of frame events. More... | |
class | FrameStats |
All return values are either in milliseconds or frames per second; but they're internally stored in microseconds. More... | |
class | FrameTimeControllerValue |
Predefined controller value for getting the latest frame time. More... | |
class | FreeImageCodec |
Codec specialized in images loaded using FreeImage. More... | |
struct | FreeOnDestructor |
Helper class to that will free the pointer on the destructor. More... | |
class | Frustum |
A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. More... | |
class | GL3PlusAsyncTicket |
class | GL3PlusBufferInterface |
For GL3+, most (if not all) buffers, can be treated with the same code. More... | |
class | GL3PlusConstBufferPacked |
class | GL3PlusContext |
Class that encapsulates an GL context. More... | |
class | GL3PlusDepthBuffer |
class | GL3PlusDepthTexture |
class | GL3PlusDepthTextureTarget |
class | GL3PlusDynamicBuffer |
GL3+ doesn't support mapping the same buffer twice even if the regions don't overlap. More... | |
class | GL3PlusFBOManager |
Factory for GL Frame Buffer Objects, and related things. More... | |
class | GL3PlusFBOMultiRenderTarget |
MultiRenderTarget for OpenGL. More... | |
class | GL3PlusFBORenderTexture |
RenderTexture for GL FBO. More... | |
class | GL3PlusFrameBufferObject |
Frame Buffer Object abstraction. More... | |
class | GL3PlusHardwareOcclusionQuery |
This is a class that is the base class of the query class for hardware occlusion. More... | |
struct | GL3PlusHlmsPso |
@See HlmsPso. More... | |
class | GL3PlusMultiSourceVertexBufferPool |
class | GL3PlusNullTexture |
class | GL3PlusNullTextureTarget |
class | GL3PlusOldVertexArrayObject |
Specialisation of VertexDeclaration for OpenGL Vertex Array Object usage. More... | |
class | GL3PlusPixelFormatToShaderType |
class | GL3PlusPixelUtil |
Class to do pixel format mapping between GL and OGRE. More... | |
class | GL3PlusPlugin |
Plugin instance for GL3Plus Manager. More... | |
class | GL3PlusRenderSystem |
Implementation of GL 3 as a rendering system. More... | |
class | GL3PlusRenderTexture |
Base class for GL Render Textures. More... | |
class | GL3PlusRTTManager |
Manager/factory for RenderTextures. More... | |
class | GL3PlusStagingBuffer |
A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More... | |
class | GL3PlusSupport |
struct | GL3PlusSurfaceDesc |
GL surface descriptor. More... | |
class | GL3PlusTexBufferEmulatedPacked |
class | GL3PlusTexBufferPacked |
class | GL3PlusTexture |
class | GL3PlusTextureManager |
GL3Plus-specific implementation of a TextureManager. More... | |
class | GL3PlusUavBufferPacked |
class | GL3PlusVaoManager |
struct | GL3PlusVertexArrayObject |
struct | GLAtomicCounterReference |
Structure used to keep track of named atomic counter uniforms in the linked program object. More... | |
class | GLES2AsyncTicket |
class | GLES2BufferInterface |
For GL3+, most (if not all) buffers, can be treated with the same code. More... | |
class | GLES2ConstBufferPacked |
class | GLES2Context |
Class that encapsulates an GL context. More... | |
class | GLES2DepthBuffer |
class | GLES2DepthTexture |
class | GLES2DepthTextureTarget |
class | GLES2DynamicBuffer |
GL3+ doesn't support mapping the same buffer twice even if the regions don't overlap. More... | |
class | GLES2FBOManager |
Factory for GL ES 2 Frame Buffer Objects, and related things. More... | |
class | GLES2FBOMultiRenderTarget |
MultiRenderTarget for GL ES 2.x. More... | |
class | GLES2FBORenderTexture |
RenderTexture for GL ES 2 FBO. More... | |
class | GLES2FrameBufferObject |
Frame Buffer Object abstraction. More... | |
class | GLES2GpuProgramManager |
class | GLES2HardwareOcclusionQuery |
struct | GLES2HlmsPso |
@See HlmsPso. More... | |
struct | GLES2HlmsSamplerblock |
A sampler block contains settings that go hand in hand with a texture, and thus are common to many textures. More... | |
class | GLES2MultiSourceVertexBufferPool |
class | GLES2NullTexture |
class | GLES2NullTextureTarget |
class | GLES2OldVertexArrayObject |
Specialisation of VertexDeclaration for OpenGL ES 2 Vertex Array Object usage. More... | |
class | GLES2PixelFormatToShaderType |
class | GLES2PixelUtil |
Class to do pixel format mapping between GL and OGRE. More... | |
class | GLES2Plugin |
Plugin instance for GL ES 2 Manager. More... | |
class | GLES2RenderSystem |
Implementation of GL ES 2.x as a rendering system. More... | |
class | GLES2RenderTexture |
Base class for GL Render Textures. More... | |
class | GLES2RTTManager |
Manager/factory for RenderTextures. More... | |
class | GLES2StagingBuffer |
A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More... | |
class | GLES2Support |
struct | GLES2SurfaceDesc |
GL surface descriptor. More... | |
class | GLES2TexBufferEmulatedPacked |
class | GLES2Texture |
class | GLES2TextureManager |
GL ES-specific implementation of a TextureManager. More... | |
class | GLES2VaoManager |
struct | GLES2VertexArrayObject |
class | GLSLESCgProgram |
Specialisation of HighLevelGpuProgram to provide support for CG. More... | |
class | GLSLESCgProgramFactory |
Factory class for GLSL ES programs. More... | |
class | GLSLESLinkProgram |
C++ encapsulation of GLSL ES Program Object. More... | |
class | GLSLESLinkProgramManager |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More... | |
class | GLSLESProgramCommon |
C++ encapsulation of GLSL ES Program Object. More... | |
class | GLSLESProgramManagerCommon |
Ogre assumes that there are separate programs to deal with but GLSL ES has one program object that represents the active shader objects during a rendering state. More... | |
class | GLSLESProgramPipeline |
Specialisation of GLSLESProgramCommon to provide support for separable programs via the Open GL program pipeline. More... | |
class | GLSLESProgramPipelineManager |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More... | |
class | GLSLESShader |
Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More... | |
class | GLSLESShaderFactory |
Factory class for GLSL ES programs. More... | |
class | GLSLMonolithicProgram |
Model of OpenGL program object created using the glLinkProgram method of linking. More... | |
class | GLSLMonolithicProgramManager |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More... | |
class | GLSLProgram |
C++ encapsulation of GLSL program object. More... | |
class | GLSLProgramManager |
Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state. More... | |
class | GLSLSeparableProgram |
Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline. More... | |
class | GLSLSeparableProgramManager |
Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More... | |
class | GLSLShader |
Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL). More... | |
class | GLSLShaderFactory |
Factory class for GLSL shaders. More... | |
class | GLSLShaderManager |
struct | GLUniformReference |
Structure used to keep track of named uniforms in the linked program object. More... | |
class | GLXContext |
class | GLXGLSupport |
class | GLXUtils |
class | GLXWindow |
struct | GpuConstantDefinition |
Information about predefined program constants. More... | |
struct | GpuLogicalBufferStruct |
Container struct to allow params to safely & update shared list of logical buffer assignments. More... | |
struct | GpuLogicalIndexUse |
Structure recording the use of a physical buffer by a logical parameter index. More... | |
struct | GpuNamedConstants |
Struct collecting together the information for named constants. More... | |
class | GpuNamedConstantsSerializer |
Simple class for loading / saving GpuNamedConstants. More... | |
class | GpuProgram |
Defines a program which runs on the GPU such as a vertex or fragment program. More... | |
class | GpuProgramManager |
class | GpuProgramParameters |
Collects together the program parameters used for a GpuProgram. More... | |
class | GpuProgramTranslator |
class | GpuProgramUsage |
This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit. More... | |
struct | GpuResource |
class | GpuSharedParameters |
Definition of container that holds the current bool constants. More... | |
class | GpuSharedParametersUsage |
This class records the usage of a set of shared parameters in a concrete set of GpuProgramParameters. More... | |
class | Grid2DPageStrategy |
Page strategy which loads new pages based on a regular 2D grid. More... | |
class | Grid2DPageStrategyData |
Specialisation of PageStrategyData for Grid2DPageStrategy. More... | |
class | Grid3DPageStrategy |
Page strategy which loads new pages based on a regular 3D grid. More... | |
class | Grid3DPageStrategyData |
Specialisation of PageStrategyData for Grid3DPageStrategy. More... | |
class | GTKGLSupport |
GL support in a GTK window. More... | |
class | GTKWindow |
class | HardwareOcclusionQuery |
This is a abstract class that that provides the interface for the query class for hardware occlusion. More... | |
class | HashedVector |
A hashed vector. More... | |
class | HighLevelGpuProgram |
Abstract base class representing a high-level program (a vertex or fragment program). More... | |
class | HighLevelGpuProgramFactory |
Interface definition for factories of HighLevelGpuProgram. More... | |
class | HighLevelGpuProgramManager |
This ResourceManager manages high-level vertex and fragment programs. More... | |
class | Hlms |
HLMS stands for "High Level Material System". More... | |
struct | HlmsBasePieces |
struct | HlmsBaseProp |
These are "default" or "Base" properties common to many implementations and thus defined here. More... | |
struct | HlmsBits |
struct | HlmsBlendblock |
A blend block contains settings that rarely change, and thus are common to many materials. More... | |
class | HlmsBufferManager |
Managing constant and texture buffers for sending shader parameters is a very similar process to most Hlms implementations using them. More... | |
struct | HlmsCache |
class | HlmsCompute |
HLMS implementation that handles compute shaders. More... | |
class | HlmsComputeJob |
struct | HlmsComputePso |
class | HlmsDatablock |
An hlms datablock contains individual information about a specific material. More... | |
class | HlmsDiskCache |
This class allows saving the current state of an Hlms to disk: both its compiled shaders with source and the generated PSOs. More... | |
class | HlmsJson |
HLMS stands for "High Level Material System". More... | |
class | HlmsJsonCompute |
HLMS stands for "High Level Material System". More... | |
class | HlmsJsonListener |
class | HlmsJsonPbs |
class | HlmsJsonUnlit |
class | HlmsListener |
Listener that can be hooked to an Hlms implementation for extending it with custom code. More... | |
class | HlmsLowLevel |
This is an HLMS implementation that acts as proxy to use the Material system from Ogre 1.9 The older material system is data-driven (thanks to AutoParamDataSource) compared to HLMS where the user needs to write its own implementation in C++ (or modify an exisiting one). More... | |
class | HlmsLowLevelDatablock |
Contains information needed by the UI (2D) for OpenGL ES 2.0. More... | |
struct | HlmsMacroblock |
A macro block contains settings that will rarely change, and thus are common to many materials. More... | |
class | HlmsManager |
HLMS stands for "High Level Material System". More... | |
struct | HlmsPassPso |
IT'S MEMBERS MUST BE KEPT POD (Otherwise HlmsPso needs to be modified). More... | |
class | HlmsPbs |
Physically based shading implementation specfically designed for OpenGL 3+, D3D11 and other RenderSystems which support uniform buffers. More... | |
class | HlmsPbsDatablock |
Contains information needed by PBS (Physically Based Shading) for OpenGL 3+ & D3D11+. More... | |
class | HlmsPbsMobile |
Physically based shading implementation specfically designed for OpenGL ES 2.0 and other RenderSystems which do not support uniform buffers. More... | |
class | HlmsPbsMobileDatablock |
Contains information needed by PBS (Physically Based Shading) for OpenGL ES 2.0. More... | |
struct | HlmsProperty |
struct | HlmsPso |
Defines a PipelineStateObject as required by Vulkan, Metal & DX12. More... | |
struct | HlmsPsoProp |
struct | HlmsSamplerblock |
A sampler block contains settings that go hand in hand with a texture, and thus are common to many textures. More... | |
class | HlmsTextureExportListener |
class | HlmsTextureManager |
HLMS Texture Manager manages textures in the way HLMS expects. More... | |
struct | HlmsTexturePack |
class | HlmsTranslator |
class | HlmsUnlit |
Implementation without lighting or skeletal animation specfically designed for OpenGL 3+, D3D11 and other RenderSystems which support uniform buffers. More... | |
class | HlmsUnlitDatablock |
Contains information needed by PBS (Physically Based Shading) for OpenGL 3+ & D3D11+. More... | |
class | HlmsUnlitMobile |
User Interface (2D) implementation specfically designed for OpenGL ES 2.0 and other RenderSystems which do not support uniform buffers. More... | |
class | HlmsUnlitMobileDatablock |
Contains information needed by the UI (2D) for OpenGL ES 2.0. More... | |
class | HollowEllipsoidEmitter |
Particle emitter which emits particles randomly from points inside a hollow ellipsoid. More... | |
class | HollowEllipsoidEmitterFactory |
Factory class for particle emitter of type "HollowEllipsoid". More... | |
class | Id |
Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() ) More... | |
class | IdObject |
struct | IdString |
Hashed string. More... | |
class | Image |
Class representing an image file. More... | |
class | ImageCodec |
Codec specialized in images. More... | |
class | ImportAbstractNode |
This abstract node represents an import statement. More... | |
class | IndexBufferPacked |
class | IndirectBufferPacked |
Represents Indirect buffers for storing draw call commands. More... | |
struct | InstanceBatchCullRequest |
class | InstantRadiosity |
class | InternalErrorException |
class | IntersectionSceneQuery |
Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. More... | |
class | IntersectionSceneQueryListener |
Alternative listener class for dealing with IntersectionSceneQuery. More... | |
struct | IntersectionSceneQueryResult |
Holds the results of an intersection scene query (pair values). More... | |
class | InvalidCallException |
class | InvalidParametersException |
class | InvalidStateException |
class | IOException |
class | IrradianceVolume |
struct | isPodLike |
struct | isPodLike< bool > |
struct | isPodLike< char > |
struct | isPodLike< double > |
struct | isPodLike< float > |
struct | isPodLike< int > |
struct | isPodLike< long > |
struct | isPodLike< short > |
struct | isPodLike< signed char > |
struct | isPodLike< std::pair< T, U > > |
struct | isPodLike< T * > |
struct | isPodLike< unsigned > |
struct | isPodLike< unsigned char > |
struct | isPodLike< unsigned long > |
struct | isPodLike< unsigned short > |
class | Item |
Defines an instance of a discrete, movable object based on a Mesh. More... | |
class | ItemFactory |
FItemy object for creating Item instances. More... | |
class | ItemIdentityException |
class | iterator_range |
Base for an iterator_range. More... | |
class | IteratorWrapper |
Basefunctionality for IteratorWrappers. More... | |
struct | KeyFrameRig |
struct | KfTransform |
Holds the transform of a KeyFrame (which is part of an animation) More... | |
class | KfTransformArrayMemoryManager |
Implementation to create the KfTransform variables needed by SkeletonTrack @See SkeletonAnimationDef and. More... | |
class | LayerBlendModeEx |
Class which manages blending of both colour and alpha components. More... | |
class | Light |
Representation of a dynamic light source in the scene. More... | |
struct | LightClosest |
Used as the light list, sorted. More... | |
class | LightFactory |
Factory object for creating Light instances. More... | |
struct | LightListInfo |
Holds all lights in SoA after being culled over all frustums. More... | |
class | LightweightMutex |
A lightweight mutex is a synchronization mechanism, very similar to a regular mutex. More... | |
class | LinearControllerFunction |
Predefined controller function based on linear function interpolation. More... | |
class | LinearForceAffector |
This class defines a ParticleAffector which applies a linear force to particles in a system. More... | |
class | LinearForceAffectorFactory |
Factory class for LinearForceAffector. More... | |
struct | LinearResampler |
struct | LinearResampler_Byte |
struct | LinearResampler_Float32 |
struct | list |
class | Lod0Stripifier |
class | LodCollapseCost |
class | LodCollapseCostCurvature |
class | LodCollapseCostOutside |
class | LodCollapseCostProfiler |
class | LodCollapseCostQuadric |
class | LodCollapser |
struct | LodConfig |
class | LodConfigSerializer |
struct | LodData |
struct | LodIndexBuffer |
Thread-safe buffer for storing Hardware index buffer. More... | |
struct | LodInputBuffer |
Data representing all required information from a Mesh. Used by LodInputProviderBuffer. More... | |
class | LodInputProvider |
class | LodInputProviderBuffer |
class | LodInputProviderMesh |
struct | LodLevel |
Structure for automatic Lod configuration. More... | |
class | LodListener |
A interface class defining a listener which can be used to receive notifications of LOD events. More... | |
struct | LodOutputBuffer |
Data representing the output of the Mesh reduction. Used by LodOutputProviderBuffer. More... | |
class | LodOutputProvider |
class | LodOutputProviderBuffer |
class | LodOutputProviderCompressedBuffer |
class | LodOutputProviderCompressedMesh |
class | LodOutputProviderMesh |
class | LodOutsideMarker |
This class will mark vertices of a mesh, which are visible from far away (from outside). More... | |
class | LodStrategy |
Strategy for determining level of detail. More... | |
class | LodStrategyManager |
Manager for LOD strategies. More... | |
struct | LodVertexBuffer |
Thread-safe buffer for storing Hardware vertex buffer. More... | |
class | LodWorkQueueInjector |
Injects the output of a request to the mesh in a thread safe way. More... | |
class | LodWorkQueueInjectorListener |
struct | LodWorkQueueRequest |
class | LodWorkQueueWorker |
Processes requests. More... | |
class | Log |
class | LogListener |
class | LogManager |
The log manager handles the creation and retrieval of logs for the application. More... | |
struct | LowLevelProp |
class | LwConstString |
class | LwString |
This is a Light-weight string wrapper around the C string interface. More... | |
class | ManualObject |
class | ManualObjectFactory |
Factory object for creating ManualObject instances. More... | |
class | ManualResourceLoader |
Interface describing a manual resource loader. More... | |
struct | map |
class | MapIterator |
Concrete IteratorWrapper for nonconst access to the underlying key-value container. More... | |
class | MapIteratorWrapper |
Prepared IteratorWrapper for key-value container. More... | |
struct | MapRange |
Predefined type. More... | |
class | Material |
Class encapsulates rendering properties of an object. More... | |
class | MaterialManager |
Class for managing Material settings for Ogre. More... | |
struct | MaterialScriptProgramDefinition |
Struct for holding a program definition which is in progress. More... | |
class | MaterialSerializer |
Class for serializing Materials to / from a .material script. More... | |
class | MaterialTranslator |
class | Math |
Class to provide access to common mathematical functions. More... | |
class | MathlibC |
class | Matrix3 |
A 3x3 matrix which can represent rotations around axes. More... | |
class | Matrix4 |
Class encapsulating a standard 4x4 homogeneous matrix. More... | |
class | MemoryDataStream |
Common subclass of DataStream for handling data from chunks of memory. More... | |
class | Mesh |
Resource holding data about 3D mesh. More... | |
class | MeshLodGenerator |
class | MeshManager |
Handles the management of mesh resources. More... | |
class | MeshSerializer |
Class for serialising mesh data to/from an OGRE .mesh file. More... | |
class | MeshSerializerImpl |
Internal implementation of Mesh reading / writing for the latest version of the .mesh format. More... | |
class | MeshSerializerImpl_v2_1_R0 |
class | MeshSerializerImpl_v2_1_R1 |
class | MeshSerializerListener |
class | MetalAsyncTicket |
class | MetalBufferInterface |
For Metal, all buffers can be treated with the same code. More... | |
class | MetalConstBufferPacked |
class | MetalDepthBuffer |
class | MetalDepthTexture |
class | MetalDepthTextureTarget |
struct | MetalDevice |
class | MetalDiscardBuffer |
class | MetalDiscardBufferManager |
Metal doesn't support "DISCARD" like D3D9/D3D11 (and OpenGL but often it's broken) where we requested to map a write-only buffer and the API would discard the previous contents (thus allowing us to avoid a stall until the GPU is done with the region) More... | |
class | MetalDynamicBuffer |
Metal doesn't "map". More... | |
class | MetalGpuProgramManager |
struct | MetalHlmsPso |
@See HlmsPso More... | |
class | MetalMappings |
class | MetalMultiRenderTarget |
class | MetalMultiSourceVertexBufferPool |
class | MetalNullTexture |
class | MetalNullTextureTarget |
class | MetalPixelFormatToShaderType |
class | MetalPlugin |
Plugin instance for Metal Manager. More... | |
class | MetalProgram |
Specialisation of HighLevelGpuProgram to provide support for Metal Shader Language. More... | |
class | MetalProgramFactory |
Factory class for Metal programs. More... | |
class | MetalRenderSystem |
Implementation of Metal as a rendering system. More... | |
class | MetalRenderTargetCommon |
class | MetalRenderTexture |
class | MetalRenderWindow |
class | MetalStagingBuffer |
A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More... | |
class | MetalTexBufferPacked |
class | MetalTexture |
class | MetalTextureManager |
class | MetalUavBufferPacked |
class | MetalVaoManager |
class | MovableObject |
Abstract class defining a movable object in a scene. More... | |
class | MovableObjectFactory |
Interface definition for a factory class which produces a certain kind of MovableObject, and can be registered with Root in order to allow all clients to produce new instances of this object, integrated with the standard Ogre processing. More... | |
struct | MovableObjectLodChangedEvent |
Struct containing information about a LOD change event for movable objects. More... | |
class | MovablePlane |
Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply. More... | |
struct | multimap |
class | MultiRenderTarget |
This class represents a render target that renders to multiple RenderTextures at once. More... | |
class | MultiSourceVertexBufferPool |
Vertex Array Objects do not need to change when: The same (internal) vertex buffer is still bound. More... | |
class | NaClGLContext |
class | NaClGLSupport |
class | NaClWindow |
class | NameGenerator |
Utility class to generate a sequentially numbered series of names. More... | |
struct | NearestResampler |
class | NoAddRefRelease |
class | Node |
Class representing a general-purpose node an articulated scene graph. More... | |
class | NodeArrayMemoryManager |
Implementation to create the Transform variables needed by Nodes & SceneNodes. More... | |
class | NodeMemoryManager |
Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth. More... | |
class | NULLAsyncTicket |
class | NULLBufferInterface |
For GL3+, most (if not all) buffers, can be treated with the same code. More... | |
class | NULLConstBufferPacked |
class | NullEntity |
class | NULLMultiSourceVertexBufferPool |
class | NULLPixelFormatToShaderType |
class | NULLPlugin |
Plugin instance for NULL Manager. More... | |
class | NULLRenderSystem |
Implementation of NULL as a rendering system. More... | |
class | NULLRenderTexture |
class | NULLRenderWindow |
class | NULLStagingBuffer |
A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More... | |
class | NULLTexBufferPacked |
class | NULLTexture |
class | NULLTextureManager |
class | NULLUavBufferPacked |
class | NULLVaoManager |
struct | NULLVertexArrayObject |
class | NumericSolver |
Provides numeric solvers for Ogre. More... | |
class | ObjectAbstractNode |
This specific abstract node represents a script object. More... | |
struct | ObjectData |
Represents the transform of a single object, arranged in SoA (Structure of Arrays) More... | |
class | ObjectDataArrayMemoryManager |
Implementation to create the ObjectData variables needed by MovableObjects. More... | |
class | ObjectMemoryManager |
Wrap-around class that contains multiple ArrayMemoryManager, one per render queue. More... | |
class | Octree |
Octree datastructure for managing scene nodes. More... | |
class | OctreeAxisAlignedBoxSceneQuery |
Octree implementation of AxisAlignedBoxSceneQuery. More... | |
class | OctreeCamera |
Specialized viewpoint from which an Octree can be rendered. More... | |
class | OctreeIntersectionSceneQuery |
Octree implementation of IntersectionSceneQuery. More... | |
class | OctreeNode |
Specialized SceneNode that is customized for working within an Octree. More... | |
class | OctreePlaneBoundedVolumeListSceneQuery |
Octree implementation of PlaneBoundedVolumeListSceneQuery. More... | |
class | OctreePlugin |
Plugin instance for Octree Manager. More... | |
class | OctreeRaySceneQuery |
Octree implementation of RaySceneQuery. More... | |
class | OctreeSceneManager |
Specialized SceneManager that divides the geometry into an octree in order to facilitate spatial queries. More... | |
class | OctreeSceneManagerFactory |
Factory for OctreeSceneManager. More... | |
class | OctreeSphereSceneQuery |
Octree implementation of SphereSceneQuery. More... | |
class | OctreeZone |
class | OctreeZoneData |
class | OctreeZoneFactory |
Factory for OctreeZone. More... | |
class | OctreeZonePlugin |
Plugin instance for OctreeZone. More... | |
class | OfflineProfiler |
Simple profiler that will produce a CSV file for offline analysis once dumpProfileResults is called. More... | |
class | OGREWidget |
class | OITDCodec |
Codec specialized in loading OITD (Ogre Internal Texture Dump) format. More... | |
class | OptimisedUtil |
Utility class for provides optimised functions. More... | |
class | OSXGL3PlusSupport |
struct | PackedTexture |
Used by JSON serialization, but can also be used outside of it. More... | |
class | Page |
Page class. More... | |
class | PageContent |
Interface definition for a unit of content within a page. More... | |
class | PageContentCollection |
Definition of the interface for a collection of PageContent instances. More... | |
class | PageContentCollectionFactory |
Define the interface to a factory class that will create subclasses of PageContentCollection. More... | |
class | PageContentFactory |
Define the interface to a factory class that will create subclasses of PageContent. More... | |
class | PagedWorld |
This class represents a collection of pages which make up a world. More... | |
class | PagedWorldSection |
Represents a section of the PagedWorld which uses a given PageStrategy, and which is made up of a generally localised set of Page instances. More... | |
class | PagedWorldSectionFactory |
A factory class for creating types of world section. More... | |
class | PageManager |
The PageManager is the entry point through which you load all PagedWorld instances, and the place where PageStrategy instances and factory classes are registered to customise the paging behaviour. More... | |
class | PageProvider |
Abstract class that can be implemented by the user application to provide a way to retrieve or generate page data from a source of their choosing. More... | |
class | PageStrategy |
Defines the interface to a strategy class which is responsible for deciding when Page instances are requested for addition and removal from the paging system. More... | |
class | PageStrategyData |
Abstract marker class representing the data held against the PagedWorldSection which is specifically used by the PageStrategy. More... | |
class | ParallaxCorrectedCubemap |
class | ParamCommand |
Abstract class which is command object which gets/sets parameters. More... | |
class | ParamDictionary |
Class to hold a dictionary of parameters for a single class. More... | |
class | ParameterDef |
Definition of a parameter supported by a StringInterface class, for introspection. More... | |
class | Particle |
Class representing a single particle instance. More... | |
class | ParticleAffector |
Abstract class defining the interface to be implemented by particle affectors. More... | |
class | ParticleAffectorFactory |
Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More... | |
class | ParticleAffectorTranslator |
class | ParticleEmitter |
Abstract class defining the interface to be implemented by particle emitters. More... | |
class | ParticleEmitterFactory |
Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More... | |
class | ParticleEmitterTranslator |
class | ParticleFXPlugin |
Plugin instance for ParticleFX Manager. More... | |
class | ParticleIterator |
Convenience class to make it easy to step through all particles in a ParticleSystem. More... | |
class | ParticleSystem |
Class defining particle system based special effects. More... | |
class | ParticleSystemFactory |
Factory object for creating ParticleSystem instances. More... | |
class | ParticleSystemManager |
Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More... | |
class | ParticleSystemRenderer |
Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More... | |
class | ParticleSystemRendererFactory |
Abstract class definition of a factory object for ParticleSystemRenderer. More... | |
class | ParticleSystemTranslator |
class | ParticleVisualData |
Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More... | |
class | Pass |
Class defining a single pass of a Technique (of a Material), i.e. More... | |
class | PassthroughControllerFunction |
Predefined controller function which just passes through the original source directly to dest. More... | |
class | PassTranslator |
struct | PbsBakedTexture |
struct | PbsMobileProperty |
struct | PbsMobileShaderCreationData |
struct | PbsProperty |
struct | PbsUvAtlasParams |
class | PCPlane |
class | PCZAxisAlignedBoxSceneQuery |
PCZ implementation of AxisAlignedBoxSceneQuery. More... | |
class | PCZCamera |
Specialized viewpoint from which an PCZone Scene can be rendered. More... | |
class | PCZFrustum |
Specialized frustum shaped culling volume that has culling planes created from portals. More... | |
class | PCZIntersectionSceneQuery |
PCZ implementation of IntersectionSceneQuery. More... | |
class | PCZLight |
Specialized version of Ogre::Light which caches which zones the light affects. More... | |
class | PCZLightFactory |
Factory object for creating PCZLight instances. More... | |
class | PCZone |
Portal-Connected Zone datastructure for managing scene nodes. More... | |
class | PCZoneFactory |
Factory for PCZones. More... | |
class | PCZoneFactoryManager |
class | PCZPlaneBoundedVolumeListSceneQuery |
PCZ implementation of PlaneBoundedVolumeListSceneQuery. More... | |
class | PCZPlugin |
Plugin instance for PCZ Manager. More... | |
class | PCZRaySceneQuery |
PCZ implementation of RaySceneQuery. More... | |
class | PCZSceneManager |
Specialized SceneManager that uses Portal-Connected-Zones to divide the scene spatially. More... | |
class | PCZSceneManagerFactory |
Factory for PCZSceneManager. More... | |
class | PCZSceneNode |
class | PCZSphereSceneQuery |
PCZ implementation of SphereSceneQuery. More... | |
class | PixelBox |
class | PixelCountLodStrategyBase |
Abstract base class for level of detail strategy based on pixel count approximations from bounding sphere projection. More... | |
struct | PixelFormatDescription |
A record that describes a pixel format in detail. More... | |
class | PixelFormatToShaderType |
class | PixelUtil |
Some utility functions for packing and unpacking pixel data. More... | |
class | PlanarReflectionActor |
class | PlanarReflections |
Planar Reflections can be used with both Unlit and PBS, but they're setup differently. More... | |
class | Plane |
Defines a plane in 3D space. More... | |
class | PlaneBoundedVolume |
Represents a convex volume bounded by planes. More... | |
class | PlaneBoundedVolumeListSceneQuery |
Specialises the SceneQuery class for querying within a plane-bounded volume. More... | |
class | PlaneOptimalShadowCameraSetup |
Implements the plane optimal shadow camera algorithm. More... | |
class | PlatformInformation |
Class which provides the run-time platform information Ogre runs on. More... | |
class | Plugin |
Class defining a generic OGRE plugin. More... | |
class | PointEmitter |
Particle emitter which emits particles from a single point. More... | |
class | PointEmitterFactory |
Factory class for particle emitter of type "Point". More... | |
class | Polygon |
The class represents a polygon in 3D space. More... | |
class | Pool |
Template class describing a simple pool of items. More... | |
class | Portal |
Portal datastructure for connecting zones. More... | |
class | PortalBase |
PortalBase - Base class to Portal and AntiPortal classes. More... | |
class | PortalBaseFactory |
Factory object for creating Portal instances. More... | |
class | PortalFactory |
Factory object for creating Portal instances. More... | |
class | PreApplyTextureAliasesScriptCompilerEvent |
class | ProcessNameExclusionScriptCompilerEvent |
class | ProcessResourceNameScriptCompilerEvent |
class | Profile |
An individual profile that will be processed by the Profiler. More... | |
struct | ProfiledEdge |
struct | ProfileFrame |
Represents the total timing information of a profile since profiles can be called more than once each frame. More... | |
struct | ProfileHistory |
Represents a history of each profile during the duration of the app. More... | |
class | ProfileInstance |
Represents an individual profile call. More... | |
class | Profiler |
The profiler allows you to measure the performance of your code. More... | |
class | ProfileSessionListener |
ProfileSessionListener should be used to visualize profile results. More... | |
class | Property |
Property instance with passthrough calls to a given object. More... | |
class | PropertyAbstractNode |
This abstract node represents a script property. More... | |
class | PropertyBase |
Base interface for an instance of a property. More... | |
class | PropertyDef |
Definition of a property of an object. More... | |
class | PropertySet |
Defines a complete set of properties for a single object instance. More... | |
struct | PropertyValue |
A simple structure designed just as a holder of property values between the instances of objects they might target. More... | |
class | PsoCacheHelper |
Utility class to cache PSOs. More... | |
class | PSSMShadowCameraSetup |
Parallel Split Shadow Map (PSSM) shadow camera setup. More... | |
class | PVRTCCodec |
Codec specialized in loading PVRTC (PowerVR) images. More... | |
class | Quake3Level |
Support for loading and extracting data from a Quake3 level file. More... | |
class | Quake3Shader |
Class for recording Quake3 shaders. More... | |
class | Quake3ShaderManager |
Class for managing Quake3 custom shaders. More... | |
class | Quaternion |
Implementation of a Quaternion, i.e. More... | |
struct | QueuedRenderable |
class | Radian |
Wrapper class which indicates a given angle value is in Radians. More... | |
class | RadixSort |
Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers. More... | |
class | RawSimdUniquePtr |
Similar to std::unique_ptr, but: Uses a custom allocator (OGRE_MALLOC_SIMD) Pointers must be really unique (RESTRICT_ALIAS modifier is used!) To access the pointer, use get(); instead of using this container directly The purpose of this container is to enclose a raw pointer while avoiding breaking the rule of 3 when copying. More... | |
class | Ray |
Representation of a ray in space, i.e. More... | |
class | RaySceneQuery |
Specialises the SceneQuery class for querying along a ray. More... | |
class | RaySceneQueryListener |
Alternative listener class for dealing with RaySceneQuery. More... | |
struct | RaySceneQueryResultEntry |
This struct allows a single comparison of result data no matter what the type. More... | |
class | RegionSceneQuery |
Abstract class defining a query which returns single results from a region. More... | |
class | Renderable |
Abstract class defining the interface all renderable objects must implement. More... | |
class | RenderableAnimated |
class | RenderingAPIException |
class | RenderObjectListener |
Abstract interface which classes must implement if they wish to receive events from the scene manager when single object is about to be rendered. More... | |
class | RenderQueue |
Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between. More... | |
class | RenderQueueListener |
Abstract interface which classes must implement if they wish to receive events from the render queue. More... | |
class | RenderSystem |
Defines the functionality of a 3D API. More... | |
class | RenderSystemCapabilities |
singleton class for storing the capabilities of the graphics card. More... | |
class | RenderSystemCapabilitiesManager |
Class for managing RenderSystemCapabilities database for Ogre. More... | |
class | RenderSystemCapabilitiesSerializer |
Class for serializing RenderSystemCapabilities to / from a .rendercaps script. More... | |
class | RenderTarget |
A 'canvas' which can receive the results of a rendering operation. More... | |
struct | RenderTargetEvent |
Struct containing information about a RenderTarget event. More... | |
class | RenderTargetListener |
A interface class defining a listener which can be used to receive notifications of RenderTarget events. More... | |
struct | RenderTargetViewportEvent |
Struct containing information about a RenderTarget Viewport-specific event. More... | |
class | RenderTexture |
This class represents a RenderTarget that renders to a Texture. More... | |
class | RenderWindow |
Manages the target rendering window. More... | |
struct | RenderWindowDescription |
Render window creation parameters. More... | |
class | Resource |
Abstract class representing a loadable resource (e.g. More... | |
class | ResourceBackgroundQueue |
This class is used to perform Resource operations in a background thread. More... | |
class | ResourceGroupListener |
This abstract class defines an interface which is called back during resource group loading to indicate the progress of the load. More... | |
class | ResourceGroupManager |
This singleton class manages the list of resource groups, and notifying the various resource managers of their obligations to load / unload resources in a group. More... | |
class | ResourceLoadingListener |
class | ResourceManager |
Defines a generic resource handler. More... | |
struct | ResourceTransition |
class | RingEmitter |
Particle emitter which emits particles randomly from points inside a ring (e.g. More... | |
class | RingEmitterFactory |
Factory class for particle emitter of type "Ring". More... | |
class | Root |
The root class of the Ogre system. More... | |
class | RotationAffector |
This plugin subclass of ParticleAffector allows you to alter the rotation of particles. More... | |
class | RotationAffectorFactory |
Factory class for RotationAffector. More... | |
class | RotationalSpline |
This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More... | |
class | RqBits |
class | RuntimeAssertionException |
class | ScaleAffector |
This plugin subclass of ParticleAffector allows you to alter the scale of particles. More... | |
class | ScaleAffectorFactory |
Factory class for ScaleAffector. More... | |
class | ScaleControllerFunction |
Predefined controller function which simply scales an input to an output value. More... | |
class | SceneFormatBase |
class | SceneFormatExporter |
class | SceneFormatImporter |
class | SceneFormatListener |
Override this listener if you want to filter which objects get exported. More... | |
class | SceneManager |
Manages the organisation and rendering of a 'scene' i.e. More... | |
class | SceneManagerEnumerator |
Enumerates the SceneManager classes available to applications. More... | |
class | SceneManagerFactory |
Class which will create instances of a given SceneManager. More... | |
struct | SceneManagerMetaData |
Structure containing information about a scene manager. More... | |
class | SceneNode |
Class representing a node in the scene graph. More... | |
class | SceneQuery |
A class for performing queries on a scene. More... | |
class | SceneQueryListener |
This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results. More... | |
struct | SceneQueryResult |
Holds the results of a scene query. More... | |
class | ScreenRatioPixelCountLodStrategy |
class | ScriptCompiler |
This is the main class for the compiler. More... | |
class | ScriptCompilerEvent |
This struct is a base class for events which can be thrown by the compilers and caught by subscribers. More... | |
class | ScriptCompilerListener |
This is a listener for the compiler. More... | |
class | ScriptCompilerManager |
Manages threaded compilation of scripts. More... | |
class | ScriptLexer |
class | ScriptLoader |
Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage. More... | |
class | ScriptParser |
struct | ScriptToken |
This struct represents a token, which is an ID'd lexeme from the parsing input stream. More... | |
class | ScriptTranslator |
This class translates script AST (abstract syntax tree) into Ogre resources. More... | |
class | ScriptTranslatorManager |
The ScriptTranslatorManager manages the lifetime and access to script translators. More... | |
class | SDLGLSupport |
class | SDLWindow |
class | Segment |
class | Serializer |
Generic class for serialising data to / from binary stream-based files. More... | |
struct | set |
class | ShaderParams |
The purpose of this class is to contain a set of both auto and manual parameters that may apply to multiple shaders; without having the shader to be created first (the drawback of GpuProgramParameters). More... | |
class | ShadowCameraSetup |
This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More... | |
class | ShadowNodeHelper |
class | ShadowTextureDefinition |
Local texture definition. More... | |
class | ShadowVolumeExtrudeProgram |
Static class containing source for vertex programs for extruding shadow volumes. More... | |
class | SharedParamsTranslator |
class | SharedPtr |
Reference-counted shared pointer, used for objects where implicit destruction is required. More... | |
struct | SharedPtrInfo |
class | SharedPtrInfoDelete |
class | SharedPtrInfoDeleteT |
class | SharedPtrInfoFree |
struct | SharedPtrInfoNone |
class | SimpleMatrix4 |
Simple wrap up to load an AoS matrix 4x4 using SSE. More... | |
class | SimpleMatrixAf4x3 |
Simple wrap up to load an AoS matrix 4x3 using SSE. More... | |
class | SimplePageContentCollection |
Specialisation of PageContentCollection which just provides a simple list of PageContent instances. More... | |
class | SimplePageContentCollectionFactory |
Factory class for SimplePageContentCollection. More... | |
class | SimpleSpline |
A very simple spline class which implements the Catmull-Rom class of splines. More... | |
class | Singleton |
Template class for creating single-instance global classes. More... | |
class | SkeletonAnimation |
Represents the instance of a Skeletal animation based on its definition. More... | |
class | SkeletonAnimationDef |
struct | SkeletonAnimManager |
This is how the Skeleton system works in 2.0: There is one BoneMemoryManager per skeleton. More... | |
class | SkeletonDef |
class | SkeletonInstance |
Instance of a Skeleton, main external interface for retrieving bone positions and applying animations. More... | |
class | SkeletonManager |
Handles the management of skeleton resources. More... | |
class | SkeletonTrack |
class | SmallVector |
SmallVector - This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small. More... | |
class | SmallVector< T, 0 > |
Specialize SmallVector at N=0. More... | |
class | SmallVectorBase |
SmallVectorBase - This is all the non-templated stuff common to all SmallVectors. More... | |
class | SmallVectorImpl |
SmallVectorImpl - This class consists of common code factored out of the SmallVector class to reduce code duplication based on the SmallVector 'N' template parameter. More... | |
class | SmallVectorTemplateBase |
SmallVectorTemplateBase<isPodLike = false> - This is where we put method implementations that are designed to work with non-POD-like T's. More... | |
class | SmallVectorTemplateBase< T, true > |
SmallVectorTemplateBase<isPodLike = true> - This is where we put method implementations that are designed to work with POD-like T's. More... | |
class | SmallVectorTemplateCommon |
class | Sphere |
A sphere primitive, mostly used for bounds checking. More... | |
class | SphereSceneQuery |
Specialises the SceneQuery class for querying within a sphere. More... | |
class | StagingBuffer |
A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More... | |
class | StaticCache |
Template version of cache based on static array. More... | |
struct | StaticFaceGroup |
Collects a group of static i.e. More... | |
class | STBIImageCodec |
Codec specialized in images loaded using stbi (https://github.com/nothings/stb). More... | |
struct | StencilParams |
struct | StencilStateOp |
class | STLAllocator |
struct | STLAllocatorBase |
Wrapper class for operating as an STL container allocator. More... | |
struct | STLAllocatorBase< const T > |
class | StreamSerialiser |
Utility class providing helper methods for reading / writing structured data held in a DataStream. More... | |
class | StringConverter |
Class for converting the core Ogre data types to/from Strings. More... | |
class | StringInterface |
Class defining the common interface which classes can use to present a reflection-style, self-defining parameter set to callers. More... | |
class | StringUtil |
Utility class for manipulating Strings. More... | |
class | SubItem |
Utility class which defines the sub-parts of an Item. More... | |
class | SubMesh |
Defines a part of a complete mesh. More... | |
class | SubStringRef |
class | TagPoint |
TagPoints are like SceneNodes, that can be children of a Bone. More... | |
class | Technique |
Class representing an approach to rendering this particular Material. More... | |
class | TechniqueTranslator |
class | Terrain |
The main containing class for a chunk of terrain. More... | |
class | TerrainAutoUpdateLod |
Terrain automatic LOD loading. More... | |
class | TerrainAutoUpdateLodByDistance |
Class implementing TerrainAutoUpdateLod interface. More... | |
class | TerrainAutoUpdateLodFactory |
class | TerrainGlobalOptions |
Options class which just stores default options for the terrain. More... | |
class | TerrainGroup |
Helper class to assist you in managing multiple terrain instances that are connected to each other. More... | |
class | TerrainLayerBlendMap |
Class exposing an interface to a blend map for a given layer. More... | |
struct | TerrainLayerDeclaration |
The definition of the information each layer will contain in this terrain. More... | |
struct | TerrainLayerSampler |
Description of a sampler that will be used with each layer. More... | |
struct | TerrainLayerSamplerElement |
Information about one element of a sampler / texture within a layer. More... | |
class | TerrainLodManager |
Terrain LOD data manager. More... | |
class | TerrainMaterialGenerator |
Class that provides functionality to generate materials for use with a terrain. More... | |
class | TerrainMaterialGeneratorA |
A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain. More... | |
class | TerrainPagedWorldSection |
A world section which includes paged terrain. More... | |
class | TerrainPaging |
This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required. More... | |
class | TerrainQuadTreeNode |
A node in a quad tree used to store a patch of terrain. More... | |
class | TexBufferPacked |
Represents Texture buffers (also known as tbuffers in D3D11) More... | |
class | TexCoordModifierControllerValue |
Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More... | |
class | Texture |
Abstract class representing a Texture resource. More... | |
class | TextureAnimationControllerValue |
Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More... | |
class | TextureDefinitionBase |
Centralized class for dealing with declarations of textures in Node & Workspace definitions. More... | |
class | TextureFrameControllerValue |
Predefined controller value for getting / setting the frame number of a texture layer. More... | |
class | TextureManager |
Class for loading & managing textures. More... | |
class | TextureSourceTranslator |
class | TextureUnitState |
Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More... | |
class | TextureUnitTranslator |
class | ThreadHandle |
class | ThreadLocalPtr |
class | Threads |
class | Timer |
Timer class. More... | |
struct | Transform |
Represents the transform of a single object, arranged in SoA (Structure of Arrays) More... | |
struct | TRect |
class | UavBufferPacked |
Represents UAV buffers (also known as SSBOs in OpenGL) Uav buffers are supported in DX10/DX10.1 hardware (with up to date drivers). More... | |
class | UnifiedHighLevelGpuProgram |
Specialisation of HighLevelGpuProgram which just delegates its implementation to one other high level program, allowing a single program definition to represent one supported program from a number of options. More... | |
class | UnifiedHighLevelGpuProgramFactory |
Factory class for Unified programs. More... | |
class | UniformScalableTask |
A uniform task is a highly parallelizable task that can be divided in many threads where all threads take near the same amount of time to perform. More... | |
class | UnimplementedException |
Template struct which creates a distinct type for each exception code. More... | |
struct | UnlitBakedTexture |
struct | UnlitMobileProp |
struct | UnlitProperty |
struct | unordered_map |
struct | unordered_multimap |
struct | unordered_multiset |
struct | unordered_set |
struct | UpdateLodRequest |
struct | UpdateTransformRequest |
class | UserObjectBindings |
Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More... | |
class | VaoManager |
class | VariableAccessAbstractNode |
This abstract node represents a variable assignment. More... | |
struct | vector |
class | Vector2 |
Standard 2-dimensional vector. More... | |
class | Vector3 |
Standard 3-dimensional vector. More... | |
class | Vector4 |
4-dimensional homogeneous vector. More... | |
class | VectorIterator |
Concrete IteratorWrapper for nonconst access to the underlying container. More... | |
class | VectorIteratorWrapper |
Prepared IteratorWrapper for container like std::vector. More... | |
struct | VectorRange |
Predefined type. More... | |
struct | VectorSet |
VectorSet is basically a helper to use a vector as a small set container. More... | |
struct | VertexArrayObject |
Vertex array objects (Vaos) are immutable objects that describe a combination of vertex buffers and index buffer with a given operation type. More... | |
struct | VertexBoneAssignment |
Records the assignment of a single vertex to a single bone with the corresponding weight. More... | |
class | VertexBufferPacked |
struct | VertexElement2 |
class | VertexShadowMapHelper |
struct | ViewPoint |
Structure for holding a position & orientation pair. More... | |
class | Viewport |
An abstraction of a viewport, i.e. More... | |
class | WaveformControllerFunction |
Predefined controller function based on a waveform. More... | |
class | Win32Context |
class | Win32EGLContext |
class | Win32EGLSupport |
class | Win32EGLWindow |
class | Win32GLSupport |
class | Win32Window |
class | WindowEventListener |
class | WindowEventUtilities |
class | WireAabb |
Helper class to display the Aabb of a MovableObject as lines. More... | |
class | WireAabbFactory |
Factory object for creating WireAabb instances. More... | |
class | WorkQueue |
Interface to a general purpose request / response style background work queue. More... | |
class | X11EGLContext |
class | X11EGLSupport |
class | X11EGLWindow |
class | ZipArchive |
Specialisation of the Archive class to allow reading of files from a zip format source archive. More... | |
class | ZipArchiveFactory |
Specialisation of ArchiveFactory for Zip files. More... | |
class | ZipDataStream |
Specialisation of DataStream to handle streaming data from zip archives. More... | |
class | ZoneData |
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/
Copyright (c) 2000-2014 Torus Knot Software Ltd
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
typedef std::string Ogre::_StringBase |
typedef std::basic_stringstream<char,std::char_traits<char>,std::allocator<char> > Ogre::_StringStreamBase |
typedef list<AntiPortal*>::type Ogre::AntiPortalList |
typedef vector<Bone*>::type Ogre::BoneVec |
typedef list< WireBoundingBox * >::type Ogre::BoxList |
typedef list<unsignedlong>::type Ogre::ColorList |
typedef vector<Frustum*>::type Ogre::FrustumVec |
typedef vector<IdString>::type Ogre::IdStringVec |
Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit.
typedef vector<char*>::type Ogre::MemoryPoolVec |
typedef vector<byte>::type Ogre::MicroCode |
typedef vector< SceneNode * >::type Ogre::NodeList |
Identifier for a page.
typedef list<PCPlane*>::type Ogre::PCPlaneList |
typedef list<PCZone*>::type Ogre::PCZoneList |
typedef set< PCZSceneNode * >::type Ogre::PCZSceneNodeList |
typedef vector<PortalBase*>::type Ogre::PortalBaseList |
typedef list<Portal*>::type Ogre::PortalList |
Software floating point type.
typedef map<String,SceneNode*>::type Ogre::SceneNodeList |
typedef map<GpuSharedParametersPtr,v1::HardwareUniformBufferSharedPtr>::type Ogre::SharedParamsBufferMap |
When cloning Vaos, some vertex buffers are used multiple times for LOD'ing purposes (only the IndexBuffer changes).
This maps an old VertexBuffer to a new VertexBuffer to know when to reuse an existing one while cloning.
typedef void *(OGRE_THREAD_CALL_CONVENTION * Ogre::THREAD_ENTRY_POINT) (void *lpThreadParameter) |
In order to avoid finger-aches :)
typedef map<String,ZoneData*>::type Ogre::ZoneDataMap |
typedef list<PCZone*>::type Ogre::ZoneList |
typedef map< String, PCZone * >::type Ogre::ZoneMap |
Enumerator | |
---|---|
BT_IMMUTABLE | Read access from GPU. i.e. Textures, most meshes. |
BT_DEFAULT | Read and write access from GPU. No access for CPU at all. i.e. RenderTextures, vertex buffers that will be used for R2VB
|
BT_DYNAMIC_DEFAULT | Read access from GPU. Write access for CPU. i.e. Particles, dynamic textures. Dynamic buffers don't put a hidden buffer behind the scenes. You get what you ask, therefore it's your responsability to ensure you don't lock a region that is currently in use by the GPU (or else stall). |
BT_DYNAMIC_PERSISTENT | Same as BT_DYNAMIC, but mapping will be persistent. |
BT_DYNAMIC_PERSISTENT_COHERENT | Same as BT_DYNAMIC_PERSISTENT, but mapping will be persistent and cache coherent. |
Mesh compatibility versions Naming convention: MeshSerializer_v2.1 R0 LEGACYV1.
See http://www.ogre3d.org/forums/viewtopic.php?f=25&t=85491&p=524682#p524682
Enumerator | |
---|---|
MESH_VERSION_LATEST | Latest version available. |
MESH_VERSION_2_1 | OGRE version v2.0+. |
MESH_VERSION_LEGACY |
Enumerator | |
---|---|
STALL_NONE | Next map will not stall. |
STALL_PARTIAL | Next map call will cause a stall. We can't predict how long, but on average should be small. You should consider doing something else then try again. |
STALL_FULL | The whole pipeline is brought to a stop. We have to wait for the GPU to finish all operations issued so far. This can be very expensive. Grab a different StagingBuffer. |
NUM_STALL_TYPES |
Vertex element semantics, used to identify the meaning of vertex buffer contents.
Enumerator | |
---|---|
VES_POSITION | Position, 3 reals per vertex. |
VES_BLEND_WEIGHTS | Blending weights. |
VES_BLEND_INDICES | Blending indices. |
VES_NORMAL | Normal, 3 reals per vertex. |
VES_DIFFUSE | Diffuse colours. |
VES_SPECULAR | Specular colours. |
VES_TEXTURE_COORDINATES | Texture coordinates. You can have up to 8 of these. 6 if VES_BLEND_WEIGHTS2 or VES_BLEND_INDICES2 if present. |
VES_BINORMAL | Binormal (Y axis if normal is Z) |
VES_TANGENT | Tangent (X axis if normal is Z) |
VES_BLEND_WEIGHTS2 | Second pair of blending weights (i.e. more than 4, less or equal than 8) |
VES_BLEND_INDICES2 | Second pair of blending indices (i.e. more than 4, less or equal than 8) |
VES_COUNT | The number of VertexElementSemantic elements (note - the first value VES_POSITION is 1) |
Vertex element type, used to identify the base types of the vertex contents Note that all attributes must be aligned to 4 bytes, that's why VET_SHORT1 (among others) doesn't exist.
Aligns the input 'offset' to the next multiple of 'alignment'.
Alignment can be any value except 0. Some examples:
alignToNextMultiple( 0, 4 ) = 0; alignToNextMultiple( 1, 4 ) = 4; alignToNextMultiple( 2, 4 ) = 4; alignToNextMultiple( 3, 4 ) = 4; alignToNextMultiple( 4, 4 ) = 4; alignToNextMultiple( 5, 4 ) = 8;
alignToNextMultiple( 0, 3 ) = 0; alignToNextMultiple( 1, 3 ) = 3;
void Ogre::checkForCgError | ( | const String & | ogreMethod, |
const String & | errorTextPrefix, | ||
CGcontext | context | ||
) |
Utility function, checks Cg for errors, throw exception if detected.
ogreMethod | Ogre method name, as Class::method |
errorTextPrefix | The text to prefix the Cg error text with |
Function which invokes OGRE_DELETE on a given pointer.
References OGRE_DELETE.
T::iterator Ogre::efficientVectorRemove | ( | T & | container, |
typename T::iterator & | iterator | ||
) |
Used for efficient removal in std::vector and std::deque (like an std::list) However it assumes the order of elements in container is not important or something external to the container holds the index of an element in it (but still should be kept deterministically across machines) Basically it swaps the iterator with the last iterator, and pops back Returns the next iterator.
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inline |
bool Ogre::IsWorkingUnderNsight | ( | ) |
Referenced by Ogre::AxisAlignedBox::AxisAlignedBox(), Ogre::Math::Clamp(), Ogre::Math::Clamp(), Ogre::Vector3::makeCeil(), Ogre::MathlibC::Max(), Ogre::AxisAlignedBox::merge(), Ogre::Math::saturate(), Ogre::Math::saturate(), Ogre::AxisAlignedBox::scale(), Ogre::AxisAlignedBox::setExtents(), Ogre::Bitwise::snorm16ToFloat(), and Ogre::Bitwise::snorm8ToFloat().
String Ogre::translateWGLError | ( | ) |
PixelFormatDescription Ogre::_pixelFormats[PF_COUNT] |
Pixel format database.
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extern |