This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/
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struct | _ConfigOption |
| Packages the details of a configuration option. More...
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struct | Aabb |
| AoS (array of structures) version of ArrayAabb. More...
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class | AbsolutePixelCountLodStrategy |
| The AbsolutePixelCountLodStrategy class LOD strategy that works like ScreenRatioPixelCountLodStrategy, but in range [-width * height;0] instead of [-1.0;0.0]. More...
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class | AbstractNode |
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struct | ActiveActorData |
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class | AlignedMemory |
| Class to provide aligned memory allocate functionality. More...
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class | AllocatedObject |
| Superclass for all objects that wish to use custom memory allocators when their new / delete operators are called. More...
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class | AndroidEGLContext |
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class | AndroidEGLSupport |
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class | AndroidEGLWindow |
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class | AndroidLogListener |
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class | Angle |
| Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More...
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class | AnimableObject |
| Defines an interface to classes which have one or more AnimableValue instances to expose. More...
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class | AnimableValue |
| Defines an object property which is animable, i.e. More...
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class | AnimationControllerFunction |
| Predefined controller function for dealing with animation. More...
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class | Any |
| Variant type that can hold Any other type. More...
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class | AnyNumeric |
| Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / . More...
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class | APKFileSystemArchive |
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class | APKFileSystemArchiveFactory |
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class | APKZipArchiveFactory |
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class | Archive |
| Archive-handling class. More...
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class | ArchiveFactory |
| Abstract factory class, archive codec plugins can register concrete subclasses of this. More...
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class | ArchiveManager |
| This class manages the available ArchiveFactory plugins. More...
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class | ArrayAabb |
| Cache-friendly array of Aabb represented as a SoA array. More...
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struct | ArrayActorPlane |
| Actors are defined by a plane and a rectangle that limits that plane. More...
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class | ArrayMatrix4 |
| Cache-friendly container of 4x4 matrices represented as a SoA array. More...
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class | ArrayMatrixAf4x3 |
| Cache-friendly container of AFFINE 4x4 matrices represented as a SoA array. More...
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class | ArrayMemoryManager |
| Abstract memory manager for managing large chunks of contiguous memory, optimized for SoA (Structure of Arrays) implementations. More...
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class | ArrayQuaternion |
| Cache-friendly array of Quaternion represented as a SoA array. More...
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class | ArrayRay |
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class | ArraySphere |
| Cache-friendly array of Sphere represented as a SoA array. More...
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class | ArrayVector3 |
| Cache-friendly array of 3-dimensional represented as a SoA array. More...
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class | ASTCCodec |
| Codec specialized in loading ASTC (ARM Adaptive Scalable Texture Compression) images. More...
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class | AsyncTextureTicket |
| In Ogre 2.2 reading data from GPU back to CPU is asynchronous. More...
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class | AsyncTicket |
| In Ogre 2.0 data structures, reading data from GPU back to CPU is asynchronous. More...
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class | AtomAbstractNode |
| This is an abstract node which cannot be broken down further. More...
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class | AtomicObject |
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class | AtomicScalar |
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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...
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class | AxisAlignedBox |
| A 3D box aligned with the x/y/z axes. More...
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class | AxisAlignedBoxSceneQuery |
| Specialises the SceneQuery class for querying within an axis aligned box. More...
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struct | BackgroundProcessResult |
| Encapsulates the result of a background queue request. More...
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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...
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struct | BasicBlock |
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class | Bitwise |
| Class for manipulating bit patterns. More...
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class | Bone |
| Class representing a Bone in the join hierarchy of a skeleton. More...
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class | BoneArrayMemoryManager |
| Implementation to create the Transform variables needed by Bones. More...
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class | BoneMemoryManager |
| Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth. More...
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struct | BoneTransform |
| Represents the transform of a single object, arranged in SoA (Structure of Arrays) More...
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class | BooleanMask4 |
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struct | BoundUav |
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struct | Box |
| Structure used to define a box in a 3-D integer space. More...
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class | BufferInterface |
| Most (if not all) buffers, can be treated with the same code. More...
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class | BufferPacked |
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struct | BuildLightListRequest |
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class | BuiltinScriptTranslatorManager |
| This class manages the builtin translators. More...
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struct | BySkeletonDef |
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class | Camera |
| A viewpoint from which the scene will be rendered. More...
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struct | CamerasInProgress |
| Struct that holds a number of cameras used in the current rendering pass. More...
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class | CategorisedAlignAllocPolicy |
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class | CategorisedAllocPolicy |
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struct | CbBase |
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struct | CbDrawCall |
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struct | CbDrawCallIndexed |
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struct | CbDrawCallStrip |
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struct | CbDrawIndexed |
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struct | CbDrawStrip |
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struct | CbIndirectBuffer |
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class | cbitset32 |
| This is similar to std::bitset, except waaay less bloat. More...
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class | cbitsetN |
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struct | CbLowLevelMaterial |
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struct | CbPipelineStateObject |
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struct | CbSamplers |
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struct | CbShaderBuffer |
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struct | CbSharedDraw |
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struct | CbTexture |
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struct | CbTextures |
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struct | CbVao |
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class | CocoaContext |
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class | CocoaWindow |
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class | Codec |
| Abstract class that defines a 'codec'. More...
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class | ColourValue |
| Class representing colour. More...
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class | CommandBuffer |
| Command Buffer implementation. More...
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class | CompositorLoadActionTranslator |
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class | CompositorManager2 |
| Main system for managing Render Targets through the use of nodes. More...
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struct | CompositorNamedBuffer |
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class | CompositorNode |
| Compositor nodes are the core subject of compositing. More...
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class | CompositorNodeDef |
| Compositor nodes are the core subject of compositing. More...
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class | CompositorNodeTranslator |
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class | CompositorPass |
| Abstract class for compositor passes. More...
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class | 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 | CompositorPassClearDef |
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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...
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class | CompositorPassComputeDef |
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class | CompositorPassDef |
| Interface to abstract all types of pass definitions (. More...
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class | CompositorPassDepthCopy |
| Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs. More...
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class | CompositorPassDepthCopyDef |
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class | CompositorPassIblSpecular |
| Implementation of CompositorPass This implementation will generate IblSpeculars for the specified texture. More...
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class | CompositorPassIblSpecularDef |
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class | CompositorPassMipmap |
| Implementation of CompositorPass This implementation will generate mipmaps for the specified texture. More...
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class | CompositorPassMipmapDef |
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class | CompositorPassProvider |
| Base class that users can derive from in order to implement custom passes for the compositor. More...
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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...
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class | CompositorPassQuadDef |
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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...
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class | CompositorPassSceneDef |
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class | 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 | CompositorPassStencilDef |
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class | CompositorPassTranslator |
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class | CompositorPassUav |
| Implementation of CompositorPass This implementation will set UAVs. More...
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class | CompositorPassUavDef |
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class | CompositorRenderTargetViewTranslator |
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class | CompositorShadowMapRepeatTranslator |
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class | CompositorShadowMapTargetTranslator |
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class | CompositorShadowMapTargetTypeTranslator |
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class | CompositorShadowNode |
| Shadow Nodes are special nodes (not to be confused with. More...
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class | CompositorShadowNodeDef |
| Shadow Nodes are special nodes (not to be confused with. More...
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class | CompositorShadowNodeTranslator |
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class | CompositorStoreActionTranslator |
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class | CompositorTargetDef |
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class | CompositorTargetTranslator |
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struct | CompositorTexture |
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class | CompositorTextureBaseTranslator |
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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...
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class | CompositorWorkspaceDef |
| CompositorWorkspace. More...
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class | CompositorWorkspaceListener |
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class | CompositorWorkspaceTranslator |
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class | ComPtr |
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struct | ComputeProperty |
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class | ComputeTools |
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class | ConcentricShadowCamera |
| Implements the concentric shadow mapping algorithm. More...
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struct | ConcreteNode |
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class | ConfigDialog |
| Defines the behaviour of an automatic renderer configuration dialog. More...
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class | ConfigFile |
| Class for quickly loading settings from a text file. More...
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class | ConstBufferPacked |
| Represents constant buffers (also known as Uniform Buffers in GL) More...
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class | ConstBufferPool |
| Maintains a pool of buffers grouped by hash ID. More...
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class | ConstBufferPoolUser |
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class | ConstMapIterator |
| Concrete IteratorWrapper for const access to the underlying key-value container. More...
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struct | ConstMapRange |
| Predefined type. More...
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class | ConstVectorIterator |
| Concrete IteratorWrapper for const access to the underlying container. More...
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struct | ConstVectorRange |
| Predefined type. More...
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class | Controller |
| Instances of this class 'control' the value of another object in the system. More...
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class | ControllerFunction |
| Subclasses of this class are responsible for performing a function on an input value for a Controller. More...
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class | ControllerManager |
| Class for managing Controller instances. More...
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class | ControllerValue |
| Can either be used as an input or output value. More...
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class | ConvexBody |
| Holds a solid representation of a convex body. More...
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class | CPreprocessor |
| This is a simplistic C/C++-like preprocessor. More...
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class | CreateCompositorScriptCompilerEvent |
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class | CreateGpuProgramScriptCompilerEvent |
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class | CreateGpuSharedParametersScriptCompilerEvent |
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class | CreateHighLevelGpuProgramScriptCompilerEvent |
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class | CreateMaterialScriptCompilerEvent |
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class | CreateParticleSystemScriptCompilerEvent |
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class | CubemapProbe |
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struct | CullFrustumRequest |
| All variables are read-only for the worker threads. More...
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class | 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 | D3D11AmdExtension |
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class | D3D11AsyncTextureTicket |
| See AsyncTextureTicket. More...
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class | D3D11AsyncTicket |
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class | D3D11BufferInterface |
| For D3D11, most (if not all) buffers, can be treated with the same code. More...
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class | D3D11BufferInterfaceBase |
| For D3D11, most (if not all) buffers, can be treated with the same code. More...
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class | D3D11CompatBufferInterface |
| In D3D11, const buffers can't be bound by offset. More...
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class | D3D11ConstBufferPacked |
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class | D3D11DepthBuffer |
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class | D3D11DepthTexture |
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class | D3D11DepthTextureTarget |
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class | D3D11Device |
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class | D3D11DeviceResource |
| Represents a Direct3D rendering resource. More...
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class | D3D11DeviceResourceManager |
| Singleton that is used to propagate device state changed notifications. More...
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class | D3D11Driver |
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class | D3D11DriverList |
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class | D3D11DynamicBuffer |
| D3D11 doesn't support mapping the same buffer twice even if the regions don't overlap. More...
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struct | D3D11FrameBufferDescValue |
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class | D3D11GpuProgramManager |
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class | D3D11HardwareOcclusionQuery |
| This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
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struct | D3D11HlmsPso |
| HlmsPso. More...
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class | D3D11HLSLProgram |
| Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL). More...
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class | D3D11HLSLProgramFactory |
| Factory class for D3D11 HLSL programs. More...
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class | D3D11Mappings |
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class | D3D11MultiRenderTarget |
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class | D3D11NullTexture |
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class | D3D11NullTextureTarget |
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class | D3D11PixelFormatToShaderType |
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class | D3D11Plugin |
| Plugin instance for D3D11 Manager. More...
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class | D3D11RenderPassDescriptor |
| D3D11 will share groups of ID3D11RenderTargetView all D3D11RenderPassDescriptor that share the same RTV setup. More...
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class | D3D11RenderSystem |
| Implementation of DirectX11 as a rendering system. More...
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class | D3D11RenderTexture |
| RenderTexture implementation for D3D11. More...
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class | D3D11RenderWindowBase |
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class | D3D11RenderWindowSwapChainBased |
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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...
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class | D3D11StagingTexture |
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class | D3D11StereoDriverAMD |
| Virtual interface of the stereo driver. More...
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class | D3D11StereoDriverBridge |
| Bridge interface from the render system to the stereo driver. More...
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class | D3D11StereoDriverImpl |
| Virtual interface of the stereo driver. More...
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class | D3D11StereoDriverNVIDIA |
| Interface of the NVIDIA stereo driver. More...
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class | D3D11TexBufferPacked |
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class | D3D11Texture |
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class | D3D11TextureGpu |
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class | D3D11TextureGpuManager |
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class | D3D11TextureGpuRenderTarget |
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class | D3D11TextureGpuWindow |
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class | D3D11TextureManager |
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class | D3D11UavBufferPacked |
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class | D3D11VaoManager |
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class | D3D11VendorExtension |
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struct | D3D11VertexArrayObject |
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struct | D3D11VertexArrayObjectShared |
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class | D3D11VideoMode |
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class | D3D11VideoModeList |
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class | D3D11Window |
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class | D3D11WindowSwapChainBased |
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class | D3D9DepthBuffer |
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class | D3D9Device |
| High level interface of Direct3D9 Device. More...
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class | D3D9DeviceManager |
| Device manager interface. More...
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class | D3D9Driver |
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class | D3D9DriverList |
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class | D3D9GpuFragmentProgram |
| Direct3D implementation of low-level fragment programs. More...
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class | D3D9GpuProgram |
| Direct3D implementation of a few things common to low-level vertex & fragment programs. More...
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class | D3D9GpuProgramManager |
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class | D3D9GpuVertexProgram |
| Direct3D implementation of low-level vertex programs. More...
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class | D3D9HardwareBufferManager |
| D3D9HardwareBufferManagerBase as a Singleton. More...
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class | D3D9HardwareBufferManagerBase |
| Implementation of HardwareBufferManager for D3D9. More...
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class | D3D9HardwareIndexBuffer |
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class | D3D9HardwareOcclusionQuery |
| This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
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class | D3D9HardwarePixelBuffer |
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class | D3D9HardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for D3D9. More...
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class | D3D9HLSLProgram |
| Specialisation of HighLevelGpuProgram to provide support for D3D9 High-Level Shader Language (HLSL). More...
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class | D3D9HLSLProgramFactory |
| Factory class for D3D9 HLSL programs. More...
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class | D3D9Mappings |
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class | D3D9MultiRenderTarget |
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class | D3D9Plugin |
| Plugin instance for D3D9 Manager. More...
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class | D3D9RenderSystem |
| Implementation of DirectX9 as a rendering system. More...
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class | D3D9RenderTexture |
| RenderTexture implementation for D3D9. More...
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class | D3D9RenderWindow |
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class | D3D9Resource |
| Represents a Direct3D rendering resource. More...
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class | D3D9ResourceManager |
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class | D3D9StereoDriverAMD |
| Virtual interface of the stereo driver. More...
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class | D3D9StereoDriverBridge |
| Bridge interface from the render system to the stereo driver. More...
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class | D3D9StereoDriverImpl |
| Virtual interface of the stereo driver. More...
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class | D3D9StereoDriverNVIDIA |
| Interface of the NVIDIA stereo driver. More...
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class | D3D9Texture |
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class | D3D9TextureManager |
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class | D3D9VertexDeclaration |
| Specialisation of VertexDeclaration for D3D9. More...
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class | D3D9VideoMode |
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class | D3D9VideoModeList |
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class | DataStream |
| General purpose class used for encapsulating the reading and writing of data. More...
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class | DDSCodec |
| Codec specialized in loading DDS (Direct Draw Surface) images. More...
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class | DDSCodec2 |
| Codec specialized in loading DDS (Direct Draw Surface) images. More...
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class | Decal |
| Decals can have diffuse, normal map, and emissive on top of regular objects. More...
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class | DecalFactory |
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class | DefaultAxisAlignedBoxSceneQuery |
| Default implementation of AxisAlignedBoxSceneQuery. More...
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class | DefaultIntersectionSceneQuery |
| Default implementation of IntersectionSceneQuery. More...
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class | DefaultPlaneBoundedVolumeListSceneQuery |
| Default implementation of PlaneBoundedVolumeListSceneQuery. More...
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class | DefaultRaySceneQuery |
| Default implementation of RaySceneQuery. More...
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class | DefaultSceneFormatListener |
| Default implementation that prevents a SceneNode from being exported if the only attached objects. More...
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class | DefaultSceneManager |
| Default scene manager. More...
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class | DefaultSceneManagerFactory |
| Factory for default scene manager. More...
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class | DefaultShadowCameraSetup |
| Implements default shadow camera setup. More...
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class | DefaultSphereSceneQuery |
| Default implementation of SphereSceneQuery. More...
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class | DefaultTextureGpuManagerListener |
| This is a Default implementation of TextureGpuManagerListener based on heuristics. More...
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class | DefaultWorkQueue |
| Implementation of a general purpose request / response style background work queue. More...
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class | DefaultWorkQueueBase |
| Base for a general purpose request / response style background work queue. More...
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class | DeflateStream |
| Stream which compresses / uncompresses data using the 'deflate' compression algorithm. More...
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class | Degree |
| Wrapper class which indicates a given angle value is in Degrees. More...
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struct | DepthBuffer |
| An abstract class that contains a depth/stencil buffer. More...
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struct | DescriptorSetSampler |
| Descriptor sets describe what samplers should be bound together in one place. More...
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struct | DescriptorSetTexture |
| Descriptor sets describe what textures should be bound together in one place. More...
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struct | DescriptorSetTexture2 |
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struct | DescriptorSetUav |
| Descriptor sets describe what uavs should be bound together in one place. More...
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class | DistanceLodBoxStrategy |
| Level of detail strategy based on distance from camera to an object's bounding box. More...
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class | DistanceLodSphereStrategy |
| Level of detail strategy based on distance from camera to an object's bounding sphere. More...
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class | DistanceLodStrategyBase |
| Level of detail strategy based on distance from camera. More...
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struct | DriverVersion |
| DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver. More...
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class | DualQuaternion |
| Implementation of a dual quaternion, i.e. More...
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class | DynLib |
| Resource holding data about a dynamic library. More...
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class | DynLibManager |
| Manager for Dynamic-loading Libraries. More...
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class | EGLContext |
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class | EGLSupport |
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class | EGLWindow |
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class | EmbeddedZipArchiveFactory |
| Specialisation of ZipArchiveFactory for embedded Zip files. More...
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class | EmscriptenEGLContext |
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class | EmscriptenEGLSupport |
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class | EmscriptenEGLWindow |
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struct | EntityMaterialLodChangedEvent |
| Struct containing information about a material LOD change event for entities. More...
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struct | EntityMeshLodChangedEvent |
| Struct containing information about a mesh LOD change event for entities. More...
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class | ErrorDialog |
| Class for displaying the error dialog if Ogre fails badly. More...
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class | ETCCodec |
| Codec specialized in loading ETC (Ericsson Texture Compression) images. More...
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class | Exception |
| When thrown, provides information about an error that has occurred inside the engine. More...
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class | ExceptionFactory |
| Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More...
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class | ExternalTextureSource |
| IMPORTANT: Plugins must override default dictionary name! Base class that texture plugins derive from. More...
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class | ExternalTextureSourceManager |
| Singleton Class which handles the registering and control of texture plugins. More...
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class | FactoryObj |
| Abstract factory class. More...
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class | FastArray |
| Lightweight implementation of std::vector. More...
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class | FileHandleDataStream |
| Common subclass of DataStream for handling data from C-style file handles. More...
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struct | FileInfo |
| Information about a file/directory within the archive will be returned using a FileInfo struct. More...
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class | FileNotFoundException |
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class | FileStreamDataStream |
| Common subclass of DataStream for handling data from std::basic_istream. More...
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class | FileSystemArchive |
| Specialisation of the Archive class to allow reading of files from filesystem folders / directories. More...
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class | FileSystemArchiveFactory |
| Specialisation of ArchiveFactory for FileSystem files. More...
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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...
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struct | FilterKernel |
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struct | FilterSeparableKernel |
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struct | float2 |
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struct | float4 |
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struct | float4x3 |
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struct | float4x4 |
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class | FloatGpuParameterControllerValue |
| Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program. More...
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class | FocusedShadowCameraSetup |
| Implements the uniform shadow mapping algorithm in focused mode. More...
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class | Font |
| Class representing a font in the system. More...
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class | FontManager |
| Manages Font resources, parsing .fontdef files and generally organising them. More...
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class | Forward3D |
| Forward3D. More...
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class | ForwardClustered |
| Implementation of Clustered Forward Shading. More...
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class | ForwardPlusBase |
| ForwardPlusBase. More...
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struct | FrameBufferDescKey |
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struct | FrameEvent |
| Struct containing information about a frame event. More...
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class | FrameListener |
| A interface class defining a listener which can be used to receive notifications of frame events. More...
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class | FrameStats |
| All return values are either in milliseconds or frames per second; but they're internally stored in microseconds. More...
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class | FrameTimeControllerValue |
| Predefined controller value for getting the latest frame time. More...
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|
class | FreeImageCodec |
| Codec specialized in images loaded using FreeImage. More...
|
|
class | FreeImageCodec2 |
| 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 | GL3PlusAsyncTextureTicket |
| See AsyncTextureTicket. 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 |
|
struct | GL3PlusDescriptorSetTexture2 |
|
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...
|
|
struct | GL3PlusFrameBufferDescValue |
|
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 |
| HlmsPso. More...
|
|
class | GL3PlusMappings |
|
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 | GL3PlusRenderPassDescriptor |
| GL3+ will share FBO handles between all GL3PlusRenderPassDescriptor that share the same FBO setup. 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 | GL3PlusStagingTexture |
|
class | GL3PlusSupport |
|
struct | GL3PlusSurfaceDesc |
| GL surface descriptor. More...
|
|
class | GL3PlusTexBufferEmulatedPacked |
|
class | GL3PlusTexBufferPacked |
|
class | GL3PlusTexture |
|
class | GL3PlusTextureGpu |
|
class | GL3PlusTextureGpuManager |
|
class | GL3PlusTextureGpuRenderTarget |
|
class | GL3PlusTextureGpuWindow |
|
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 |
| 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 | 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 | GpuProgramParameters_AutoConstantEntry |
| Structure recording the use of an automatic parameter. 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...
|
|
class | 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...
|
|
struct | GpuTrackedResource |
|
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 | HiddenAreaMeshVrGenerator |
|
struct | HiddenAreaVrSettings |
|
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 | Id |
| Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() ) More...
|
|
class | IdObject |
|
struct | IdString |
| Hashed string. More...
|
|
class | IesLoader |
|
class | IfdProbeVisualizer |
|
class | Image |
| Class representing an image file. More...
|
|
class | Image2 |
| Class representing an image file. More...
|
|
class | ImageCodec |
| Codec specialized in images. More...
|
|
class | ImageCodec2 |
| 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...
|
|
class | InstantRadiosity |
|
class | InternalCubemapProbe |
| This class is internal and should not be interfaced directly by users. More...
|
|
class | InternalCubemapProbeFactory |
|
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 | IrradianceField |
| Implements an Irradiance Field with Depth, inspired on DDGI. More...
|
|
class | IrradianceFieldRaster |
| Implements IrradianceField, but generating results via cubemap rasterization. More...
|
|
struct | IrradianceFieldSettings |
|
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 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 | LightProfiles |
|
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...
|
|
struct | LinearResampler |
|
struct | LinearResampler_Byte |
|
struct | LinearResampler_Float32 |
|
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...
|
|
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 | MetalAsyncTextureTicket |
| See AsyncTextureTicket. More...
|
|
class | MetalAsyncTicket |
|
class | MetalBufferInterface |
| For Metal, all buffers can be treated with the same code. More...
|
|
struct | MetalBufferRegion |
|
class | MetalConstBufferPacked |
|
class | MetalDepthBuffer |
|
class | MetalDepthTexture |
|
class | MetalDepthTextureTarget |
|
struct | MetalDescriptorSetTexture |
|
struct | MetalDevice |
|
class | MetalDeviceItem |
|
class | MetalDeviceList |
|
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...
|
|
struct | MetalFrameBufferDescValue |
|
class | MetalGpuProgramManager |
|
struct | MetalHlmsPso |
| 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 | MetalRenderPassDescriptor |
|
class | MetalRenderSystem |
| Implementation of Metal as a rendering system. More...
|
|
class | MetalRenderTargetCommon |
|
class | MetalRenderTexture |
|
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 | MetalStagingTexture |
|
class | MetalTexBufferPacked |
|
struct | MetalTexRegion |
|
class | MetalTexture |
|
class | MetalTextureGpu |
|
class | MetalTextureGpuManager |
|
class | MetalTextureGpuRenderTarget |
|
class | MetalTextureGpuWindow |
|
class | MetalTextureManager |
|
class | MetalUavBufferPacked |
|
class | MetalVaoManager |
|
class | MetalWindow |
|
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...
|
|
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 | NULLAsyncTextureTicket |
| See AsyncTextureTicket. 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 | NULLStagingTexture |
|
class | NULLTexBufferPacked |
|
class | NULLTexture |
|
class | NULLTextureGpu |
|
class | NULLTextureGpuManager |
|
class | NULLTextureGpuRenderTarget |
|
class | NULLTextureManager |
|
class | NULLUavBufferPacked |
|
class | NULLVaoManager |
|
struct | NULLVertexArrayObject |
|
class | NULLWindow |
|
class | NumericSolver |
| Provides numeric solvers for Ogre. More...
|
|
class | ObjCmdBuffer |
|
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 | OfflineProfiler |
| Simple profiler that will produce a CSV file for offline analysis once dumpProfileResults is called. More...
|
|
class | OGRE_HLMS_TEXTURE_BASE_CLASS |
| This is not a regular header, therefore it has no include guards. 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 |
|
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 | ParallaxCorrectedCubemapAuto |
| Per-Pixel reflection probes. More...
|
|
class | ParallaxCorrectedCubemapAutoListener |
|
class | ParallaxCorrectedCubemapBase |
|
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 | 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 | PbsMobileProperty |
|
struct | PbsMobileShaderCreationData |
|
struct | PbsProperty |
|
struct | PbsUvAtlasParams |
|
class | PccPerPixelGridPlacement |
| Placing multiple PCC probes by hand can be difficult and even error prone. 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 | PixelFormatGpuUtils |
| The pixel format used for images, textures, and render surfaces. 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 | Polygon |
| The class represents a polygon in 3D space. More...
|
|
class | Pool |
| Template class describing a simple pool of items. 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 | Quaternion |
| Implementation of a Quaternion, i.e. More...
|
|
struct | QueuedRenderable |
|
class | RadialDensityMask |
|
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...
|
|
struct | RasterParams |
|
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 | Rectangle2D |
|
class | Rectangle2DFactory |
| Factory object for creating Entity instances. 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...
|
|
struct | RenderPassColourTarget |
|
struct | RenderPassDepthTarget |
|
class | RenderPassDescriptor |
|
struct | RenderPassStencilTarget |
|
struct | RenderPassTargetBase |
|
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 | RenderTargetViewDef |
|
struct | RenderTargetViewEntry |
|
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 | Root |
| The root class of the Ogre system. More...
|
|
class | RotationalSpline |
| This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...
|
|
class | RqBits |
|
class | RuntimeAssertionException |
|
struct | SampleDescription |
| Opaque struct that holds effective FSAA (MSAA, CSAA, etc.) mode. 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 | ScopedLock |
|
class | ScreenRatioPixelCountLodStrategy |
| The ScreenRatioPixelCountLodStrategy class Implement a strategy which calculates LOD ratios based on coverage in screen ratios in the range [-1.0; 0.0] where -1.0 means the object is covering the whole screen and 0 covering almost nothing in the screen (very tiny). More...
|
|
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 | Serializer |
| Generic class for serialising data to / from binary stream-based files. More...
|
|
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 | StackVector |
| Compact implementation similar to std::array. 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 | StagingTexture |
| A StagingTexture is an intermediate texture that can be read and be written from both CPU & GPU. More...
|
|
class | StagingTextureBufferImpl |
| This implementation can be used by all RenderSystem APIs except D3D11, which is why this implementation is part of OgreMain. More...
|
|
class | StagingTextureManager |
|
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...
|
|
class | StdList |
|
class | StdMap |
|
class | StdMultiMap |
|
class | StdUnorderedSet |
|
class | StdVector |
|
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...
|
|
struct | TextureBox |
| For cubemaps, the face is in sliceStart, (see CubemapSide::CubemapSide) For cubemap arrays, the cubemaps are addressed as sliceStart * 6. 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 | TextureGpu |
|
class | TextureGpuListener |
|
class | TextureGpuManager |
| This class manages all textures (i.e. More...
|
|
class | TextureGpuManagerListener |
|
class | TextureManager |
| Class for loading & managing textures. More...
|
|
struct | TexturePool |
|
class | TextureSourceTranslator |
|
class | TextureUnitState |
| Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...
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|
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 |
|
struct | type4 |
|
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...
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|
struct | uint4 |
|
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...
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|
struct | UnlitMobileProp |
|
struct | UnlitProperty |
|
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...
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|
class | VaoManager |
|
class | VariableAccessAbstractNode |
| This abstract node represents a variable assignment. More...
|
|
class | VctLighting |
|
class | VctMaterial |
|
class | VctVoxelizer |
| The voxelizer consists in several stages. More...
|
|
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 | VertexBufferDownloadHelper |
| Ogre currently does not support deinterleaved vertex buffers. More...
|
|
class | VertexBufferPacked |
|
struct | VertexElement2 |
|
struct | VertexElementSemanticFull |
|
class | VertexShadowMapHelper |
|
struct | ViewPoint |
| Structure for holding a position & orientation pair. More...
|
|
class | Viewport |
| An abstraction of a viewport, i.e. More...
|
|
struct | VoxelizerBucket |
|
class | VoxelVisualizer |
|
struct | VrData |
|
class | WaitableEvent |
| A WaitableEvent is useful in the scenario of a singler consumer, multiple producers The consumer will wait until any of the producers wake it up to consume the work. More...
|
|
class | WaveformControllerFunction |
| Predefined controller function based on a waveform. More...
|
|
class | Win32Context |
|
class | Win32EGLContext |
|
class | Win32EGLSupport |
|
class | Win32EGLWindow |
|
class | Win32GLSupport |
|
class | Win32Window |
|
class | Window |
|
class | WindowEventListener |
|
class | WindowEventUtilities |
|
class | WireAabb |
| Helper class to display the Aabb of a MovableObject as lines. More...
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|
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...
|
|
|
typedef std::string | _StringBase |
|
typedef stdext::hash_compare< _StringBase, std::less< _StringBase > > | _StringHash |
|
typedef std::basic_stringstream< char, std::char_traits< char >, std::allocator< char > > | _StringStreamBase |
|
typedef uint32 | ABGR |
|
typedef ScriptingAllocatedObject | AbstractNodeAlloc |
|
typedef list< AbstractNodePtr >::type | AbstractNodeList |
|
typedef SharedPtr< AbstractNodeList > | AbstractNodeListPtr |
|
typedef SharedPtr< AbstractNode > | AbstractNodePtr |
|
typedef vector< SkeletonAnimation * >::type | ActiveAnimationsVec |
|
typedef StdMap< String, String > | AliasTextureNamePairList |
| Alias / Texture name pair (first = alias, second = texture name) More...
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|
typedef AnimationAllocatedObject | AnimableAlloc |
|
typedef SharedPtr< AnimableValue > | AnimableValuePtr |
|
typedef AnimationAllocatedObject | AnimationAlloc |
|
typedef AllocatedObject< AnimationAllocPolicy > | AnimationAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_ANIMATION > | AnimationAllocPolicy |
|
typedef GeneralAllocatedObject | ArchiveAlloc |
|
typedef vector< Archive * >::type | ArchiveVec |
|
typedef uint32 | ARGB |
|
typedef uint32 | ArrayInt |
|
typedef bool | ArrayMaskI |
|
typedef bool | ArrayMaskR |
|
typedef Radian | ArrayRadian |
|
typedef Real | ArrayReal |
|
typedef SharedPtr< AsyncTicket > | AsyncTicketPtr |
|
typedef WorkQueue::RequestID | BackgroundProcessTicket |
| Identifier of a background process. More...
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|
typedef GeometryAllocatedObject | BatchedGeometryAlloc |
|
typedef uint32 | BGRA |
|
typedef StdMap< String, String > | BinaryOptionList |
|
typedef map< SkeletonInstance *, BoneVec >::type | BonesPerSkeletonInstance |
|
typedef vector< Bone * >::type | BoneVec |
|
typedef RenderSysAllocatedObject | BufferAlloc |
|
typedef GeometryAllocatedObject | BufferPackedAlloc |
|
typedef StdUnorderedSet< BufferPacked * > | BufferPackedSet |
|
typedef StdVector< BufferPacked * > | BufferPackedVec |
|
typedef vector< uint32 >::type | ChannelMappings |
|
typedef void(* | CleanupRoutines) (char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize) |
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typedef GeneralAllocatedObject | CodecAlloc |
|
typedef TextureGpu * | CompositorChannel |
| A channel in the compositor transports textures between nodes. More...
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|
typedef vector< CompositorChannel >::type | CompositorChannelVec |
|
typedef ResourceAllocatedObject | CompositorInstAlloc |
|
typedef vector< CompositorNamedBuffer >::type | CompositorNamedBufferVec |
|
typedef vector< CompositorNode * >::type | CompositorNodeVec |
|
typedef vector< CompositorPassDef * >::type | CompositorPassDefVec |
|
typedef vector< CompositorPass * >::type | CompositorPassVec |
|
typedef vector< CompositorShadowNode * >::type | CompositorShadowNodeVec |
|
typedef vector< CompositorTargetDef >::type | CompositorTargetDefVec |
|
typedef vector< CompositorTexture >::type | CompositorTextureVec |
|
typedef vector< CompositorWorkspaceListener * >::type | CompositorWorkspaceListenerVec |
|
typedef list< ConcreteNodePtr >::type | ConcreteNodeList |
|
typedef SharedPtr< ConcreteNodeList > | ConcreteNodeListPtr |
|
typedef SharedPtr< ConcreteNode > | ConcreteNodePtr |
|
typedef GeneralAllocatedObject | ConfigAlloc |
|
typedef struct Ogre::_ConfigOption | ConfigOption |
| Packages the details of a configuration option. More...
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|
typedef map< String, ConfigOption >::type | ConfigOptionMap |
|
typedef vector< const Image * >::type | ConstImagePtrList |
|
typedef GeneralAllocatedObject | ControllerAlloc |
|
typedef SharedPtr< ControllerFunction< Real > > | ControllerFunctionRealPtr |
|
typedef SharedPtr< ControllerValue< Real > > | ControllerValueRealPtr |
|
typedef vector< CubemapProbe * >::type | CubemapProbeVec |
|
typedef map< FrameBufferDescKey, D3D11FrameBufferDescValue >::type | D3D11FrameBufferDescMap |
|
typedef SharedPtr< D3D11HLSLProgram > | D3D11HLSLProgramPtr |
|
typedef SharedPtr< D3D9GpuProgram > | D3D9GpuProgramPtr |
|
typedef SharedPtr< D3D9HLSLProgram > | D3D9HLSLProgramPtr |
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typedef SharedPtr< D3D9Texture > | D3D9TexturePtr |
|
typedef StdList< DataStreamPtr > | DataStreamList |
| List of DataStream items. More...
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|
typedef SharedPtr< DataStreamList > | DataStreamListPtr |
| Shared pointer to list of DataStream items. More...
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|
typedef SharedPtr< DataStream > | DataStreamPtr |
|
typedef GeometryAllocatedObject | DebugGeomAlloc |
|
typedef map< uint16, TextureGpuVec >::type | DepthBufferMap2 |
|
typedef map< TextureGpu *, uint16 >::type | DepthBufferRefMap |
|
typedef DistanceLodBoxStrategy | DistanceLodStrategy |
| Backward compatible name for Distance_Box strategy. More...
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|
typedef vector< double >::type | DoubleConstantList |
| Definition of container that holds the current double constants. More...
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|
typedef GeneralAllocatedObject | DynLibAlloc |
|
typedef GeometryAllocatedObject | EdgeDataAlloc |
|
typedef GeneralAllocatedObject | FactoryAlloc |
|
typedef vector< FileInfo >::type | FileInfoList |
|
typedef SharedPtr< FileInfoList > | FileInfoListPtr |
|
typedef GeneralAllocatedObject | FileSystemLayerAlloc |
|
typedef FastArray< TextureFilter::FilterBase * > | FilterBaseArray |
|
typedef vector< float >::type | FloatConstantList |
| Definition of container that holds the current float constants. More...
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|
typedef TRect< float > | FloatRect |
| Structure used to define a rectangle in a 2-D floating point space. More...
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|
typedef SharedPtr< Font > | FontPtr |
|
typedef vector< Frustum * >::type | FrustumVec |
|
typedef SceneObjAllocatedObject | FXAlloc |
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typedef AllocatedObject< GeneralAllocPolicy > | GeneralAllocatedObject |
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typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_GENERAL > | GeneralAllocPolicy |
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typedef AllocatedObject< GeometryAllocPolicy > | GeometryAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_GEOMETRY > | GeometryAllocPolicy |
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typedef map< FrameBufferDescKey, GL3PlusFrameBufferDescValue >::type | GL3PlusFrameBufferDescMap |
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typedef vector< GL3PlusTexturePtr >::type | GL3PlusTexturePtrList |
|
typedef GLAtomicCounterReferenceList::iterator | GLAtomicCounterReferenceIterator |
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typedef vector< GLAtomicCounterReference >::type | GLAtomicCounterReferenceList |
|
typedef GLCounterBufferList::iterator | GLCounterBufferIterator |
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typedef vector< v1::HardwareCounterBufferSharedPtr >::type | GLCounterBufferList |
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typedef SharedPtr< GLES2Texture > | GLES2TexturePtr |
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typedef SharedPtr< GLSLShader > | GLSLShaderPtr |
|
typedef GLUniformBufferList::iterator | GLUniformBufferIterator |
|
typedef vector< v1::HardwareUniformBufferSharedPtr >::type | GLUniformBufferList |
|
typedef GLUniformReferenceList::iterator | GLUniformReferenceIterator |
|
typedef vector< GLUniformReference >::type | GLUniformReferenceList |
|
typedef ConstMapIterator< GpuConstantDefinitionMap > | GpuConstantDefinitionIterator |
|
typedef map< String, GpuConstantDefinition >::type | GpuConstantDefinitionMap |
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typedef SharedPtr< GpuLogicalBufferStruct > | GpuLogicalBufferStructPtr |
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typedef map< size_t, GpuLogicalIndexUse >::type | GpuLogicalIndexUseMap |
|
typedef SharedPtr< GpuNamedConstants > | GpuNamedConstantsPtr |
|
typedef RenderSysAllocatedObject | GpuParamsAlloc |
|
typedef SharedPtr< GpuProgramParameters > | GpuProgramParametersSharedPtr |
|
typedef SharedPtr< GpuProgram > | GpuProgramPtr |
|
typedef SharedPtr< GpuSharedParameters > | GpuSharedParametersPtr |
|
typedef SharedPtr< HighLevelGpuProgram > | HighLevelGpuProgramPtr |
|
typedef ResourceSimdAllocObject | HlmsAlloc |
|
typedef vector< HlmsCache * >::type | HlmsCacheVec |
|
typedef vector< std::pair< IdString, String > >::type | HlmsParamVec |
|
typedef vector< HlmsProperty >::type | HlmsPropertyVec |
|
typedef StdVector< IdString > | IdStringVec |
|
typedef Ogre::uint32 | IdType |
| Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit. More...
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|
typedef GeneralAllocatedObject | ImageAlloc |
|
typedef void() | ImageBlur2D(uint8 *_tmpPtr, uint8 *_srcDstPtr, int32 width, int32 height, int32 bytesPerRow, const uint8 kernel[5], const int8 kernelStart, const int8 kernelEnd) |
| Range is [kernelStart; kernelEnd]. More...
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|
typedef void() | ImageDownsampler2D(uint8 *dstPtr, uint8 const *srcPtr, int32 dstWidth, int32 dstHeight, int32 dstBytesPerRow, int32 srcWidth, int32 srcBytesPerRow, const uint8 kernel[5][5], const int8 kernelStartX, const int8 kernelEndX, const int8 kernelStartY, const int8 kernelEndY) |
| Range is [kernelStart; kernelEnd]. More...
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|
typedef void() | ImageDownsamplerCube(uint8 *dstPtr, uint8 const **srcPtr, int32 dstWidth, int32 dstHeight, int32 dstBytesPerRow, int32 srcWidth, int32 srcHeight, int32 srcBytesPerRow, const uint8 kernel[5][5], const int8 kernelStartX, const int8 kernelEndX, const int8 kernelStartY, const int8 kernelEndY, uint8 currentFace) |
|
typedef vector< Image * >::type | ImagePtrList |
|
typedef GeometryAllocatedObject | IndexDataAlloc |
|
typedef short | int16 |
|
typedef int | int32 |
|
typedef long long | int64 |
|
typedef signed char | int8 |
|
typedef vector< int >::type | IntConstantList |
| Definition of container that holds the current int constants. More...
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|
typedef vector< KeyFrameRig >::type | KeyFrameRigVec |
|
typedef vector< KeyFrameRigVec::const_iterator >::type | KnownKeyFramesVec |
|
typedef FastArray< Light * > | LightArray |
|
typedef FastArray< LightClosest > | LightClosestArray |
|
typedef HashedVector< LightClosest > | LightList |
|
typedef SceneCtlAllocatedObject | LodAlloc |
|
typedef SharedPtr< LodCollapseCost > | LodCollapseCostPtr |
|
typedef SharedPtr< LodCollapser > | LodCollapserPtr |
|
typedef SharedPtr< LodData > | LodDataPtr |
|
typedef SharedPtr< LodInputProvider > | LodInputProviderPtr |
|
typedef SharedPtr< LodOutputProvider > | LodOutputProviderPtr |
|
typedef vector< ProfiledEdge >::type | LodProfile |
|
typedef GeneralAllocatedObject | LogAlloc |
|
typedef SharedPtr< Material > | MaterialPtr |
|
typedef MathlibC | Mathlib |
|
typedef SharedPtr< MemoryDataStream > | MemoryDataStreamPtr |
|
typedef vector< char * >::type | MemoryPoolVec |
|
typedef GeneralAllocatedObject | MeshLodAlloc |
|
typedef SharedPtr< Mesh > | MeshPtr |
|
typedef vector< MetalDiscardBuffer * >::type | MetalDiscardBufferVec |
|
typedef map< FrameBufferDescKey, MetalFrameBufferDescValue >::type | MetalFrameBufferDescMap |
|
typedef vector< byte >::type | MicroCode |
|
typedef SceneObjAllocatedObject | MovableAlloc |
|
typedef StdMap< String, String > | NameValuePairList |
| Name / value parameter pair (first = name, second = value) More...
|
|
typedef SceneCtlAllocatedObject | NodeAlloc |
|
typedef SceneObjAllocatedObject | OverlayAlloc |
|
typedef HlmsUnlitMobileDatablock | OverlayUnlitDatablock |
|
typedef GeneralAllocatedObject | PageAlloc |
|
typedef uint32 | PageID |
| Identifier for a page. More...
|
|
typedef map< String, ParamCommand *>::type | ParamCommandMap |
|
typedef vector< ParameterDef >::type | ParameterList |
|
typedef ResourceAllocatedObject | PassAlloc |
|
typedef GeometryAllocatedObject | PatchAlloc |
|
typedef map< IdString, String >::type | PiecesMap |
|
typedef AbsolutePixelCountLodStrategy | PixelCountLodStrategy |
| Backward compatible name for Distance_Box strategy. More...
|
|
typedef vector< PixelFormat >::type | PixelFormatList |
|
typedef vector< PlaneBoundedVolume >::type | PlaneBoundedVolumeList |
|
typedef StdVector< Plane > | PlaneList |
|
typedef GeneralAllocatedObject | PluginAlloc |
|
typedef double | PreciseReal |
| Real type for numeric solvers. More...
|
|
typedef GeneralAllocatedObject | ProfilerAlloc |
|
typedef GeometryAllocatedObject | ProgMeshAlloc |
|
typedef GeneralAllocatedObject | PropertyAlloc |
|
typedef map< String, PropertyDef >::type | PropertyDefMap |
| Map from property name to shared definition. More...
|
|
typedef map< String, PropertyValue >::type | PropertyValueMap |
| Defines a transferable map of properties using wrapped value types (Ogre::Any) More...
|
|
typedef vector< RaySceneQueryResultEntry >::type | RaySceneQueryResult |
|
typedef float | Real |
| Software floating point type. More...
|
|
typedef uint32 | RealAsUint |
|
typedef TRect< Real > | RealRect |
| Structure used to define a rectangle in a 2-D floating point space, subject to double / single floating point settings. More...
|
|
typedef TRect< long > | Rect |
| Structure used to define a rectangle in a 2-D integer space. More...
|
|
typedef FastArray< Renderable * > | RenderableArray |
|
typedef SceneCtlAllocatedObject | RenderQueueAlloc |
|
typedef RenderSysAllocatedObject | RenderSysAlloc |
|
typedef AllocatedObject< RenderSysAllocPolicy > | RenderSysAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_RENDERSYS > | RenderSysAllocPolicy |
|
typedef vector< RenderSystem * >::type | RenderSystemList |
|
typedef vector< RenderTargetViewEntry >::type | RenderTargetViewEntryVec |
|
typedef vector< RenderWindowDescription >::type | RenderWindowDescriptionList |
| Render window creation parameters container. More...
|
|
typedef StdMap< GpuTrackedResource *, ResourceAccess::ResourceAccess > | ResourceAccessMap |
|
typedef ResourceAllocatedObject | ResourceAlloc |
|
typedef AllocatedObject< ResourceAllocPolicy > | ResourceAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_RESOURCE > | ResourceAllocPolicy |
|
typedef unsigned long long int | ResourceHandle |
|
typedef StdMap< GpuTrackedResource *, ResourceLayout::Layout > | ResourceLayoutMap |
|
typedef SharedPtr< Resource > | ResourcePtr |
|
typedef AllocatedObject< ResourceSimdAllocPolicy > | ResourceSimdAllocObject |
|
typedef CategorisedAlignAllocPolicy< Ogre::MEMCATEGORY_RESOURCE > | ResourceSimdAllocPolicy |
|
typedef uint32 | RGBA |
|
typedef GeneralAllocatedObject | RootAlloc |
|
typedef GeneralAllocatedObject | RTShaderSystemAlloc |
|
typedef AllocatedObject< SceneCtlAlignPolicy > | SceneCtlAlignedObject |
|
typedef CategorisedAlignAllocPolicy< Ogre::MEMCATEGORY_SCENE_CONTROL > | SceneCtlAlignPolicy |
|
typedef AllocatedObject< SceneCtlAllocPolicy > | SceneCtlAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_SCENE_CONTROL > | SceneCtlAllocPolicy |
|
typedef SceneCtlAlignedObject | SceneMgtAlignedAlloc |
|
typedef SceneCtlAllocatedObject | SceneMgtAlloc |
|
typedef AllocatedObject< SceneObjAllocPolicy > | SceneObjAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_SCENE_OBJECTS > | SceneObjAllocPolicy |
|
typedef list< SceneQueryMovableObjectPair >::type | SceneQueryMovableIntersectionList |
|
typedef std::pair< MovableObject *, MovableObject * > | SceneQueryMovableObjectPair |
|
typedef std::pair< MovableObject *, SceneQuery::WorldFragment * > | SceneQueryMovableObjectWorldFragmentPair |
|
typedef list< SceneQueryMovableObjectWorldFragmentPair >::type | SceneQueryMovableWorldFragmentIntersectionList |
|
typedef list< MovableObject * >::type | SceneQueryResultMovableList |
|
typedef list< SceneQuery::WorldFragment * >::type | SceneQueryResultWorldFragmentList |
|
typedef uint16 | SceneTypeMask |
| Bitmask containing scene types. More...
|
|
typedef ScriptingAllocatedObject | ScriptCompilerAlloc |
|
typedef AllocatedObject< ScriptingAllocPolicy > | ScriptingAllocatedObject |
|
typedef CategorisedAllocPolicy< Ogre::MEMCATEGORY_SCRIPTING > | ScriptingAllocPolicy |
|
typedef vector< ScriptToken >::type | ScriptTokenList |
|
typedef SharedPtr< ScriptTokenList > | ScriptTokenListPtr |
|
typedef ScriptingAllocatedObject | ScriptTranslatorAlloc |
|
typedef GeneralAllocatedObject | SerializerAlloc |
|
typedef SharedPtr< ShadowCameraSetup > | ShadowCameraSetupPtr |
|
typedef SceneCtlAllocatedObject | ShadowDataAlloc |
|
typedef map< GpuSharedParametersPtr, v1::HardwareUniformBufferSharedPtr >::type | SharedParamsBufferMap |
|
typedef map< VertexBufferPacked *, VertexBufferPacked * >::type | SharedVertexBufferMap |
| When cloning Vaos, some vertex buffers are used multiple times for LOD'ing purposes (only the IndexBuffer changes). More...
|
|
typedef vector< SkeletonAnimationDef >::type | SkeletonAnimationDefVec |
|
typedef vector< SkeletonAnimation >::type | SkeletonAnimationVec |
|
typedef SharedPtr< SkeletonDef > | SkeletonDefPtr |
|
typedef vector< SkeletonTrack >::type | SkeletonTrackVec |
|
typedef GeometryAllocatedObject | StagingBufferAlloc |
|
typedef vector< StagingBuffer * >::type | StagingBufferVec |
|
typedef vector< StagingTexture * >::type | StagingTextureVec |
|
typedef GeneralAllocatedObject | StereoDriverAlloc |
|
typedef GeneralAllocatedObject | StreamAlloc |
|
typedef _StringBase | String |
|
typedef _StringStreamBase | StringStream |
|
typedef StringStream | stringstream |
|
typedef vector< String >::type | StringVector |
|
typedef SharedPtr< StringVector > | StringVectorPtr |
|
typedef SceneObjAllocatedObject | SubEntityAlloc |
|
typedef ResourceAllocatedObject | SubMeshAlloc |
|
typedef ResourceAllocatedObject | TechniqueAlloc |
|
typedef GeneralAllocatedObject | TerrainAlloc |
|
typedef vector< TerrainLayerBlendMap * >::type | TerrainLayerBlendMapList |
|
typedef vector< TerrainLayerSamplerElement >::type | TerrainLayerSamplerElementList |
|
typedef vector< TerrainLayerSampler >::type | TerrainLayerSamplerList |
|
typedef SharedPtr< TerrainMaterialGenerator > | TerrainMaterialGeneratorPtr |
|
typedef set< TextureGpu * >::type | TextureGpuSet |
|
typedef vector< TextureGpu * >::type | TextureGpuVec |
|
typedef list< TexturePool >::type | TexturePoolList |
|
typedef vector< TexturePtr >::type | TexturePtrList |
|
typedef ResourceAllocatedObject | TextureUnitStateAlloc |
|
typedef void *(OGRE_THREAD_CALL_CONVENTION * | THREAD_ENTRY_POINT) (void *lpThreadParameter) |
|
typedef SharedPtr< ThreadHandle > | ThreadHandlePtr |
|
typedef StdVector< ThreadHandlePtr > | ThreadHandleVec |
|
typedef GeneralAllocatedObject | TimerAlloc |
|
typedef pthread_key_t | TlsHandle |
|
typedef int | TrackVertexColourType |
| An enumeration describing which material properties should track the vertex colours. More...
|
|
typedef FastArray< BoneTransform > | TransformArray |
|
typedef vector< UavBufferPacked * >::type | UavBufferPackedVec |
|
typedef unsigned char | uchar |
| In order to avoid finger-aches :) More...
|
|
typedef unsigned int | uint |
|
typedef unsigned short | uint16 |
|
typedef unsigned int | uint32 |
|
typedef unsigned long long | uint64 |
|
typedef unsigned char | uint8 |
|
typedef unsigned long | ulong |
|
typedef StdMap< String, bool > | UnaryOptionList |
|
typedef vector< uint >::type | UnsignedIntConstantList |
| Definition of container that holds the current uint constants. More...
|
|
typedef unsigned short | ushort |
|
typedef GeneralAllocatedObject | UtilityAlloc |
|
typedef GeometryAllocatedObject | VertexArrayObjectAlloc |
|
typedef FastArray< VertexArrayObject * > | VertexArrayObjectArray |
|
typedef unordered_set< VertexArrayObject * >::type | VertexArrayObjectSet |
|
typedef vector< VertexBufferPacked * >::type | VertexBufferPackedVec |
|
typedef GeometryAllocatedObject | VertexDataAlloc |
|
typedef vector< VertexElement2 >::type | VertexElement2Vec |
|
typedef vector< VertexElement2Vec >::type | VertexElement2VecVec |
|
typedef FastArray< VertexElementSemanticFull > | VertexElementSemanticFullArray |
|
typedef RenderSysAllocatedObject | ViewportAlloc |
|
typedef FastArray< MovableObject::MovableObjectArray > | VisibleObjectsPerRq |
|
typedef FastArray< VisibleObjectsPerRq > | VisibleObjectsPerThreadArray |
|
typedef StdVector< Window * > | WindowList |
| Render window container. More...
|
|
|
enum | {
ID_MATERIAL = 3,
ID_VERTEX_PROGRAM,
ID_GEOMETRY_PROGRAM,
ID_FRAGMENT_PROGRAM,
ID_TECHNIQUE,
ID_PASS,
ID_TEXTURE_UNIT,
ID_VERTEX_PROGRAM_REF,
ID_GEOMETRY_PROGRAM_REF,
ID_FRAGMENT_PROGRAM_REF,
ID_SHADOW_CASTER_VERTEX_PROGRAM_REF,
ID_SHADOW_CASTER_FRAGMENT_PROGRAM_REF,
ID_SHADOW_CASTER_MATERIAL,
ID_LOD_VALUES,
ID_LOD_STRATEGY,
ID_LOD_DISTANCES,
ID_RECEIVE_SHADOWS,
ID_TRANSPARENCY_CASTS_SHADOWS,
ID_SET_TEXTURE_ALIAS,
ID_SOURCE,
ID_SYNTAX,
ID_DEFAULT_PARAMS,
ID_PARAM_INDEXED,
ID_PARAM_NAMED,
ID_PARAM_INDEXED_AUTO,
ID_PARAM_NAMED_AUTO,
ID_SCHEME,
ID_LOD_INDEX,
ID_GPU_VENDOR_RULE,
ID_GPU_DEVICE_RULE,
ID_INCLUDE,
ID_EXCLUDE,
ID_AMBIENT,
ID_DIFFUSE,
ID_SPECULAR,
ID_EMISSIVE,
ID_VERTEXCOLOUR,
ID_SCENE_BLEND,
ID_COLOUR_BLEND,
ID_ONE,
ID_ZERO,
ID_DEST_COLOUR,
ID_SRC_COLOUR,
ID_ONE_MINUS_DEST_COLOUR,
ID_ONE_MINUS_SRC_COLOUR,
ID_DEST_ALPHA,
ID_SRC_ALPHA,
ID_ONE_MINUS_DEST_ALPHA,
ID_ONE_MINUS_SRC_ALPHA,
ID_SEPARATE_SCENE_BLEND,
ID_SCENE_BLEND_OP,
ID_REVERSE_SUBTRACT,
ID_MIN,
ID_MAX,
ID_SEPARATE_SCENE_BLEND_OP,
ID_DEPTH_CHECK,
ID_DEPTH_WRITE,
ID_DEPTH_FUNC,
ID_DEPTH_BIAS,
ID_ITERATION_DEPTH_BIAS,
ID_ALWAYS_FAIL,
ID_ALWAYS_PASS,
ID_LESS_EQUAL,
ID_LESS,
ID_EQUAL,
ID_NOT_EQUAL,
ID_GREATER_EQUAL,
ID_GREATER,
ID_ALPHA_REJECTION,
ID_ALPHA_TO_COVERAGE,
ID_LIGHT_SCISSOR,
ID_LIGHT_CLIP_PLANES,
ID_CULL_HARDWARE,
ID_CULL_MODE,
ID_CLOCKWISE,
ID_ANTICLOCKWISE,
ID_SHADING,
ID_FLAT,
ID_GOURAUD,
ID_PHONG,
ID_POLYGON_MODE,
ID_SOLID,
ID_WIREFRAME,
ID_POINTS,
ID_POLYGON_MODE_OVERRIDEABLE,
ID_FOG_OVERRIDE,
ID_NONE,
ID_LINEAR,
ID_EXP,
ID_EXP2,
ID_COLOUR_WRITE,
ID_CHANNEL_MASK,
ID_MAX_LIGHTS,
ID_START_LIGHT,
ID_ITERATION,
ID_ONCE,
ID_ONCE_PER_LIGHT,
ID_PER_LIGHT,
ID_PER_N_LIGHTS,
ID_POINT,
ID_SPOT,
ID_DIRECTIONAL,
ID_LIGHT_MASK,
ID_POINT_SIZE,
ID_POINT_SPRITES,
ID_POINT_SIZE_ATTENUATION,
ID_POINT_SIZE_MIN,
ID_POINT_SIZE_MAX,
ID_TEXTURE_ALIAS,
ID_TEXTURE,
ID_1D,
ID_2D,
ID_3D,
ID_CUBIC,
ID_2DARRAY,
ID_UNLIMITED,
ID_ALPHA,
ID_GAMMA,
ID_ANIM_TEXTURE,
ID_CUBIC_TEXTURE,
ID_SEPARATE_UV,
ID_COMBINED_UVW,
ID_TEX_COORD_SET,
ID_TEX_ADDRESS_MODE,
ID_WRAP,
ID_CLAMP,
ID_BORDER,
ID_MIRROR,
ID_TEX_BORDER_COLOUR,
ID_FILTERING,
ID_BILINEAR,
ID_TRILINEAR,
ID_ANISOTROPIC,
ID_CMPFUNC,
ID_MAX_ANISOTROPY,
ID_MIPMAP_BIAS,
ID_COLOUR_OP,
ID_REPLACE,
ID_ADD,
ID_MODULATE,
ID_ALPHA_BLEND,
ID_COLOUR_OP_EX,
ID_SOURCE1,
ID_SOURCE2,
ID_MODULATE_X2,
ID_MODULATE_X4,
ID_ADD_SIGNED,
ID_ADD_SMOOTH,
ID_SUBTRACT,
ID_BLEND_DIFFUSE_COLOUR,
ID_BLEND_DIFFUSE_ALPHA,
ID_BLEND_TEXTURE_ALPHA,
ID_BLEND_CURRENT_ALPHA,
ID_BLEND_MANUAL,
ID_DOT_PRODUCT,
ID_SRC_CURRENT,
ID_SRC_TEXTURE,
ID_SRC_DIFFUSE,
ID_SRC_SPECULAR,
ID_SRC_MANUAL,
ID_COLOUR_OP_MULTIPASS_FALLBACK,
ID_ALPHA_OP_EX,
ID_ENV_MAP,
ID_SPHERICAL,
ID_PLANAR,
ID_CUBIC_REFLECTION,
ID_CUBIC_NORMAL,
ID_SCROLL,
ID_SCROLL_ANIM,
ID_ROTATE,
ID_ROTATE_ANIM,
ID_SCALE,
ID_WAVE_XFORM,
ID_SCROLL_X,
ID_SCROLL_Y,
ID_SCALE_X,
ID_SCALE_Y,
ID_SINE,
ID_TRIANGLE,
ID_SQUARE,
ID_SAWTOOTH,
ID_INVERSE_SAWTOOTH,
ID_TRANSFORM,
ID_BINDING_TYPE,
ID_VERTEX,
ID_FRAGMENT,
ID_CONTENT_TYPE,
ID_NAMED,
ID_SHADOW,
ID_COMPOSITOR,
ID_AUTOMATIC_BATCHING,
ID_TEXTURE_SOURCE,
ID_SHARED_PARAMS,
ID_SHARED_PARAM_NAMED,
ID_SHARED_PARAMS_REF,
ID_PARTICLE_SYSTEM,
ID_EMITTER,
ID_AFFECTOR,
ID_WORKSPACE,
ID_ALIAS,
ID_CONNECT,
ID_CONNECT_BUFFER,
ID_CONNECT_OUTPUT,
ID_CONNECT_EXTERNAL,
ID_CONNECT_BUFFER_EXTERNAL,
ID_COMPOSITOR_NODE,
ID_IN,
ID_OUT,
ID_IN_BUFFER,
ID_OUT_BUFFER,
ID_CUSTOM_ID,
ID_RTV,
ID_RESOLVE,
ID_MIP,
ID_RESOLVE_MIP,
ID_RESOLVE_MIPMAP,
ID_SLICE,
ID_RESOLVE_SLICE,
ID_ALL_LAYERS,
ID_DEPTH_STENCIL,
ID_DEPTH_READ_ONLY,
ID_STENCIL_READ_ONLY,
ID_BUFFER,
ID_TARGET_WIDTH,
ID_TARGET_HEIGHT,
ID_TARGET_WIDTH_SCALED,
ID_TARGET_HEIGHT_SCALED,
ID_TARGET_FORMAT,
ID_NO_GAMMA,
ID_NO_FSAA,
ID_MSAA,
ID_MSAA_AUTO,
ID_EXPLICIT_RESOLVE,
ID_REINTERPRETABLE,
ID_DEPTH_POOL,
ID_DEPTH_TEXTURE,
ID_DEPTH_FORMAT,
ID_2D_ARRAY,
ID_CUBEMAP,
ID_CUBEMAP_ARRAY,
ID_MIPMAPS,
ID_NO_AUTOMIPMAPS,
ID_TARGET,
ID_CLEAR,
ID_STENCIL,
ID_RENDER_SCENE,
ID_RENDER_QUAD,
ID_DEPTH_COPY,
ID_BIND_UAV,
ID_LOAD,
ID_ALL,
ID_CLEAR_COLOUR,
ID_CLEAR_COLOUR_REVERSE_DEPTH_AWARE,
ID_CLEAR_DEPTH,
ID_CLEAR_STENCIL,
ID_WARN_IF_RTV_WAS_FLUSHED,
ID_STORE,
ID_VIEWPORT,
ID_NUM_INITIAL,
ID_FLUSH_COMMAND_BUFFERS,
ID_IDENTIFIER,
ID_OVERLAYS,
ID_EXECUTION_MASK,
ID_VIEWPORT_MODIFIER_MASK,
ID_USES_UAV,
ID_ALLOW_WRITE_AFTER_WRITE,
ID_EXPOSE,
ID_SHADOW_MAP_FULL_VIEWPORT,
ID_PROFILING_ID,
ID_LOD_BIAS,
ID_LOD_UPDATE_LIST,
ID_LOD_CAMERA,
ID_CULL_REUSE_DATA,
ID_CULL_CAMERA,
ID_MATERIAL_SCHEME,
ID_VISIBILITY_MASK,
ID_LIGHT_VISIBILITY_MASK,
ID_SHADOWS_ENABLED,
ID_CAMERA,
ID_FIRST_RENDER_QUEUE,
ID_LAST_RENDER_QUEUE,
ID_CAMERA_CUBEMAP_REORIENT,
ID_ENABLE_FORWARDPLUS,
ID_FLUSH_COMMAND_BUFFERS_AFTER_SHADOW_NODE,
ID_IS_PREPASS,
ID_USE_PREPASS,
ID_GEN_NORMALS_GBUFFER,
ID_USE_REFRACTIONS,
ID_UV_BAKING,
ID_UV_BAKING_OFFSET,
ID_BAKE_LIGHTING_ONLY,
ID_INSTANCED_STEREO,
ID_USE_QUAD,
ID_QUAD_NORMALS,
ID_CAMERA_FAR_CORNERS_VIEW_SPACE,
ID_CAMERA_FAR_CORNERS_VIEW_SPACE_NORMALIZED,
ID_CAMERA_FAR_CORNERS_VIEW_SPACE_NORMALIZED_LH,
ID_CAMERA_FAR_CORNERS_WORLD_SPACE,
ID_CAMERA_FAR_CORNERS_WORLD_SPACE_CENTERED,
ID_CAMERA_DIRECTION,
ID_INPUT,
ID_OUTPUT,
ID_NON_TILERS_ONLY,
ID_BUFFERS,
ID_COLOUR,
ID_DEPTH,
ID_COLOUR_VALUE,
ID_DEPTH_VALUE,
ID_STENCIL_VALUE,
ID_DISCARD_ONLY,
ID_CHECK,
ID_REF_VALUE,
ID_MASK,
ID_READ_MASK,
ID_BOTH,
ID_FRONT,
ID_BACK,
ID_COMP_FUNC,
ID_FAIL_OP,
ID_KEEP,
ID_INCREMENT,
ID_DECREMENT,
ID_INCREMENT_WRAP,
ID_DECREMENT_WRAP,
ID_INVERT,
ID_DEPTH_FAIL_OP,
ID_PASS_OP,
ID_TWO_SIDED,
ID_UAV,
ID_UAV_EXTERNAL,
ID_UAV_BUFFER,
ID_STARTING_SLOT,
ID_KEEP_PREVIOUS_UAV,
ID_READ,
ID_WRITE,
ID_MIPMAP,
ID_JOB,
ID_MIPMAP_METHOD,
ID_API_DEFAULT,
ID_COMPUTE_HQ,
ID_KERNEL_RADIUS,
ID_GAUSS_DEVIATION,
ID_SAMPLES_PER_ITERATION,
ID_SAMPLES_SINGLE_ITERATION_FALLBACK,
ID_FORCE_MIPMAP_FALLBACK,
ID_READ_BACK_AS_TEXTURE,
ID_SHADOW_NODE,
ID_NUM_SPLITS,
ID_NUM_STABLE_SPLITS,
ID_PSSM_SPLIT_PADDING,
ID_PSSM_SPLIT_BLEND,
ID_PSSM_SPLIT_FADE,
ID_PSSM_LAMBDA,
ID_SHADOW_MAP_TARGET_TYPE,
ID_SHADOW_MAP_REPEAT,
ID_SHADOW_MAP,
ID_UV,
ID_ARRAY_INDEX,
ID_FSAA,
ID_LIGHT,
ID_SPLIT,
ID_HLMS,
ID_RT_SHADER_SYSTEM,
ID_TESSELLATION_HULL_PROGRAM,
ID_TESSELLATION_DOMAIN_PROGRAM,
ID_COMPUTE_PROGRAM,
ID_TESSELLATION_HULL_PROGRAM_REF,
ID_TESSELLATION_DOMAIN_PROGRAM_REF,
ID_COMPUTE_PROGRAM_REF,
ID_GEOMETRY,
ID_TESSELLATION_HULL,
ID_TESSELLATION_DOMAIN,
ID_COMPUTE,
ID_SUBROUTINE,
ID_END_BUILTIN_IDS
} |
| This enum defines the integer ids for keywords this compiler handles. More...
|
|
enum | {
TID_LBRACKET = 0,
TID_RBRACKET,
TID_COLON,
TID_VARIABLE,
TID_WORD,
TID_QUOTE,
TID_NEWLINE,
TID_UNKNOWN,
TID_END
} |
| These codes represent token IDs which are numerical translations of specific lexemes. More...
|
|
enum | AbstractNodeType {
ANT_UNKNOWN,
ANT_ATOM,
ANT_OBJECT,
ANT_PROPERTY,
ANT_IMPORT,
ANT_VARIABLE_SET,
ANT_VARIABLE_ACCESS
} |
| This enum holds the types of the possible abstract nodes. More...
|
|
enum | BaseConstantType {
BCT_FLOAT = 1,
BCT_INT = 2,
BCT_DOUBLE = 3,
BCT_UINT = 4,
BCT_BOOL = 5,
BCT_SAMPLER = 6,
BCT_SUBROUTINE = 7,
BCT_UNKNOWN = 99
} |
|
enum | BufferBindFlags {
BB_FLAG_VERTEX = 1u << BP_TYPE_VERTEX,
BB_FLAG_INDEX = 1u << BP_TYPE_INDEX,
BB_FLAG_CONST = 1u << BP_TYPE_CONST,
BB_FLAG_TEX = 1u << BP_TYPE_TEX,
BB_FLAG_UAV = 1u << BP_TYPE_UAV,
BB_FLAG_INDIRECT = 1u << BP_TYPE_INDIRECT
} |
|
enum | BufferPackedTypes {
BP_TYPE_VERTEX,
BP_TYPE_INDEX,
BP_TYPE_CONST,
BP_TYPE_TEX,
BP_TYPE_UAV,
BP_TYPE_INDIRECT,
NUM_BUFFER_PACKED_TYPES
} |
|
enum | BufferType {
BT_IMMUTABLE,
BT_DEFAULT,
BT_DYNAMIC_DEFAULT,
BT_DYNAMIC_PERSISTENT,
BT_DYNAMIC_PERSISTENT_COHERENT
} |
|
enum | Capabilities {
RSC_AUTOMIPMAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0),
RSC_BLENDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1),
RSC_ANISOTROPY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2),
RSC_DOT3 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
RSC_CUBEMAPPING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4),
RSC_HWSTENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5),
RSC_VBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 7),
RSC_32BIT_INDEX = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 8),
RSC_VERTEX_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 9),
RSC_FRAGMENT_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 10),
RSC_TEXTURE_SIGNED_INT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 11),
RSC_TWO_SIDED_STENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 12),
RSC_STENCIL_WRAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 13),
RSC_HWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 14),
RSC_USER_CLIP_PLANES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 15),
RSC_VERTEX_FORMAT_UBYTE4 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 16),
RSC_INFINITE_FAR_PLANE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 17),
RSC_HWRENDER_TO_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 18),
RSC_TEXTURE_FLOAT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 19),
RSC_NON_POWER_OF_2_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 20),
RSC_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 21),
RSC_POINT_SPRITES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 22),
RSC_POINT_EXTENDED_PARAMETERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 23),
RSC_VERTEX_TEXTURE_FETCH = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 24),
RSC_MIPMAP_LOD_BIAS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 25),
RSC_GEOMETRY_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 26),
RSC_HWRENDER_TO_VERTEX_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 27),
RSC_TEXTURE_COMPRESSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 0),
RSC_TEXTURE_COMPRESSION_DXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 1),
RSC_TEXTURE_COMPRESSION_VTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 2),
RSC_TEXTURE_COMPRESSION_PVRTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 3),
RSC_TEXTURE_COMPRESSION_ATC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 4),
RSC_TEXTURE_COMPRESSION_ETC1 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 5),
RSC_TEXTURE_COMPRESSION_ETC2 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 6),
RSC_TEXTURE_COMPRESSION_BC4_BC5 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 7),
RSC_TEXTURE_COMPRESSION_BC6H_BC7 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 8),
RSC_FIXED_FUNCTION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 9),
RSC_MRT_DIFFERENT_BIT_DEPTHS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 10),
RSC_ALPHA_TO_COVERAGE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 11),
RSC_HW_GAMMA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 12),
RSC_RTT_SEPARATE_DEPTHBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 13),
RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 14),
RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 15),
RSC_VERTEX_BUFFER_INSTANCE_DATA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 16),
RSC_CAN_GET_COMPILED_SHADER_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 17),
RSC_SHADER_SUBROUTINE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 18),
RSC_HWRENDER_TO_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 19),
RSC_TEXTURE_1D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 20),
RSC_TESSELLATION_HULL_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 21),
RSC_TESSELLATION_DOMAIN_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 22),
RSC_COMPUTE_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 23),
RSC_HWOCCLUSION_ASYNCHRONOUS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 24),
RSC_ATOMIC_COUNTERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 25),
RSC_READ_BACK_AS_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 26),
RSC_EXPLICIT_FSAA_RESOLVE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 27),
RSC_COMPLETE_TEXTURE_BINDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 0),
RSC_TEXTURE_2D_ARRAY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 1),
RSC_TEXTURE_CUBE_MAP_ARRAY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 2),
RSC_TEXTURE_GATHER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 3),
RSC_UAV = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 4),
RSC_EXPLICIT_API = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 5),
RSC_SEPARATE_SAMPLERS_FROM_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 6),
RSC_MSAA_2D_ARRAY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 7),
RSC_IS_TILER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 8),
RSC_TILER_CAN_CLEAR_STENCIL_REGION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 9),
RSC_CONST_BUFFER_SLOTS_IN_SHADER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 10),
RSC_TEXTURE_COMPRESSION_ASTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 11),
RSC_STORE_AND_MULTISAMPLE_RESOLVE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 12),
RSC_PERSTAGECONSTANT = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 0),
RSC_TYPED_UAV_LOADS = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 1),
RSC_VP_AND_RT_ARRAY_INDEX_FROM_ANY_SHADER = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 2),
RSC_GL1_5_NOVBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 1),
RSC_FBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 2),
RSC_FBO_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 3),
RSC_FBO_ATI = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 4),
RSC_PBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 5),
RSC_GL1_5_NOHWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 6),
RSC_POINT_EXTENDED_PARAMETERS_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 7),
RSC_POINT_EXTENDED_PARAMETERS_EXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 8),
RSC_SEPARATE_SHADER_OBJECTS = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 9),
RSC_VAO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 10)
} |
| Enum describing the different hardware capabilities we want to check for OGRE_CAPS_VALUE(a, b) defines each capability. More...
|
|
enum | CapabilitiesCategory {
CAPS_CATEGORY_COMMON = 0,
CAPS_CATEGORY_COMMON_2 = 1,
CAPS_CATEGORY_COMMON_3 = 2,
CAPS_CATEGORY_D3D9 = 3,
CAPS_CATEGORY_GL = 4,
CAPS_CATEGORY_METAL = 5,
CAPS_CATEGORY_COUNT = 6
} |
| Enumerates the categories of capabilities. More...
|
|
enum | CbType {
CB_INVALID,
CB_SET_VAO,
CB_SET_INDIRECT_BUFFER,
CB_DRAW_CALL_INDEXED_EMULATED_NO_BASE_INSTANCE,
CB_DRAW_CALL_INDEXED_EMULATED,
CB_DRAW_CALL_INDEXED,
CB_DRAW_CALL_STRIP_EMULATED_NO_BASE_INSTANCE,
CB_DRAW_CALL_STRIP_EMULATED,
CB_DRAW_CALL_STRIP,
CB_SET_CONSTANT_BUFFER_VS,
CB_SET_CONSTANT_BUFFER_PS,
CB_SET_CONSTANT_BUFFER_GS,
CB_SET_CONSTANT_BUFFER_HS,
CB_SET_CONSTANT_BUFFER_DS,
CB_SET_CONSTANT_BUFFER_CS,
CB_SET_CONSTANT_BUFFER_INVALID,
CB_SET_TEXTURE_BUFFER_VS,
CB_SET_TEXTURE_BUFFER_PS,
CB_SET_TEXTURE_BUFFER_GS,
CB_SET_TEXTURE_BUFFER_HS,
CB_SET_TEXTURE_BUFFER_DS,
CB_SET_TEXTURE_BUFFER_CS,
CB_SET_TEXTURE_BUFFER_INVALID,
CB_SET_PSO,
CB_SET_TEXTURE,
CB_SET_TEXTURES,
CB_SET_SAMPLERS,
CB_START_V1_LEGACY_RENDERING,
CB_SET_V1_RENDER_OP,
CB_DRAW_V1_INDEXED_NO_BASE_INSTANCE,
CB_DRAW_V1_INDEXED,
CB_DRAW_V1_STRIP_NO_BASE_INSTANCE,
CB_DRAW_V1_STRIP,
CB_LOW_LEVEL_MATERIAL,
MAX_COMMAND_BUFFER
} |
|
enum | ClipResult { CLIPPED_NONE = 0,
CLIPPED_SOME = 1,
CLIPPED_ALL = 2
} |
| Generic result of clipping. More...
|
|
enum | ColourBufferType { CBT_BACK = 0x0,
CBT_BACK_LEFT,
CBT_BACK_RIGHT
} |
| Defines the colour buffer types. More...
|
|
enum | CompareFunction {
CMPF_ALWAYS_FAIL,
CMPF_ALWAYS_PASS,
CMPF_LESS,
CMPF_LESS_EQUAL,
CMPF_EQUAL,
CMPF_NOT_EQUAL,
CMPF_GREATER_EQUAL,
CMPF_GREATER,
NUM_COMPARE_FUNCTIONS
} |
| Comparison functions used for the depth/stencil buffer operations and others. More...
|
|
enum | CompositorPassType {
PASS_INVALID = 0,
PASS_SCENE,
PASS_QUAD,
PASS_CLEAR,
PASS_STENCIL,
PASS_RESOLVE,
PASS_DEPTHCOPY,
PASS_UAV,
PASS_MIPMAP,
PASS_IBL_SPECULAR,
PASS_COMPUTE,
PASS_CUSTOM
} |
|
enum | ConcreteNodeType {
CNT_VARIABLE,
CNT_VARIABLE_ASSIGN,
CNT_WORD,
CNT_IMPORT,
CNT_QUOTE,
CNT_LBRACE,
CNT_RBRACE,
CNT_COLON
} |
| These enums hold the types of the concrete parsed nodes. More...
|
|
enum | CullingMode { CULL_NONE = 1,
CULL_CLOCKWISE = 2,
CULL_ANTICLOCKWISE = 3
} |
| Hardware culling modes based on vertex winding. More...
|
|
enum | D3D9ResourceCreationPolicy { RCP_CREATE_ON_ACTIVE_DEVICE,
RCP_CREATE_ON_ALL_DEVICES
} |
|
enum | eTexturePlayMode { TextureEffectPause = 0,
TextureEffectPlay_ASAP = 1,
TextureEffectPlay_Looping = 2
} |
| Enum for type of texture play mode. More...
|
|
enum | FaceGroupType { FGT_FACE_LIST,
FGT_PATCH,
FGT_UNKNOWN
} |
| A type of face group, i.e. More...
|
|
enum | FilterOptions { FO_NONE,
FO_POINT,
FO_LINEAR,
FO_ANISOTROPIC
} |
| Filtering options for textures / mipmaps. More...
|
|
enum | FilterType { FT_MIN,
FT_MAG,
FT_MIP
} |
|
enum | FogMode { FOG_NONE,
FOG_EXP,
FOG_EXP2,
FOG_LINEAR
} |
| Fog modes. More...
|
|
enum | FontType { FT_TRUETYPE = 1,
FT_IMAGE = 2
} |
| Enumerates the types of Font usable in the engine. More...
|
|
enum | FrameBufferType { FBT_COLOUR = 0x1,
FBT_DEPTH = 0x2,
FBT_STENCIL = 0x4
} |
| Defines the frame buffer types. More...
|
|
enum | FrustrumExtentsType { FET_PROJ_PLANE_POS,
FET_TAN_HALF_ANGLES
} |
| Specify how the frustrum extents are represented. More...
|
|
enum | FrustumPlane {
FRUSTUM_PLANE_NEAR = 0,
FRUSTUM_PLANE_FAR = 1,
FRUSTUM_PLANE_LEFT = 2,
FRUSTUM_PLANE_RIGHT = 3,
FRUSTUM_PLANE_TOP = 4,
FRUSTUM_PLANE_BOTTOM = 5
} |
| Worldspace clipping planes. More...
|
|
enum | GpuConstantType {
GCT_FLOAT1 = 1,
GCT_FLOAT2 = 2,
GCT_FLOAT3 = 3,
GCT_FLOAT4 = 4,
GCT_SAMPLER1D = 5,
GCT_SAMPLER2D = 6,
GCT_SAMPLER3D = 7,
GCT_SAMPLERCUBE = 8,
GCT_SAMPLERRECT = 9,
GCT_SAMPLER1DSHADOW = 10,
GCT_SAMPLER2DSHADOW = 11,
GCT_SAMPLER2DARRAY = 12,
GCT_MATRIX_2X2 = 13,
GCT_MATRIX_2X3 = 14,
GCT_MATRIX_2X4 = 15,
GCT_MATRIX_3X2 = 16,
GCT_MATRIX_3X3 = 17,
GCT_MATRIX_3X4 = 18,
GCT_MATRIX_4X2 = 19,
GCT_MATRIX_4X3 = 20,
GCT_MATRIX_4X4 = 21,
GCT_INT1 = 22,
GCT_INT2 = 23,
GCT_INT3 = 24,
GCT_INT4 = 25,
GCT_SUBROUTINE = 26,
GCT_DOUBLE1 = 27,
GCT_DOUBLE2 = 28,
GCT_DOUBLE3 = 29,
GCT_DOUBLE4 = 30,
GCT_MATRIX_DOUBLE_2X2 = 31,
GCT_MATRIX_DOUBLE_2X3 = 32,
GCT_MATRIX_DOUBLE_2X4 = 33,
GCT_MATRIX_DOUBLE_3X2 = 34,
GCT_MATRIX_DOUBLE_3X3 = 35,
GCT_MATRIX_DOUBLE_3X4 = 36,
GCT_MATRIX_DOUBLE_4X2 = 37,
GCT_MATRIX_DOUBLE_4X3 = 38,
GCT_MATRIX_DOUBLE_4X4 = 39,
GCT_UINT1 = 40,
GCT_UINT2 = 41,
GCT_UINT3 = 42,
GCT_UINT4 = 43,
GCT_BOOL1 = 44,
GCT_BOOL2 = 45,
GCT_BOOL3 = 46,
GCT_BOOL4 = 47,
GCT_SAMPLER_WRAPPER1D = 48,
GCT_SAMPLER_WRAPPER2D = 49,
GCT_SAMPLER_WRAPPER3D = 50,
GCT_SAMPLER_WRAPPERCUBE = 51,
GCT_SAMPLER_STATE = 52,
GCT_SAMPLERCUBE_ARRAY = 53,
GCT_UNKNOWN = 99
} |
| Enumeration of the types of constant we may encounter in programs. More...
|
|
enum | GpuParamVariability {
GPV_GLOBAL = 1,
GPV_PER_OBJECT = 2,
GPV_LIGHTS = 4,
GPV_PASS_ITERATION_NUMBER = 8,
GPV_ALL = 0xFFFF
} |
| The variability of a GPU parameter, as derived from auto-params targeting it. More...
|
|
enum | GpuProgramType {
GPT_VERTEX_PROGRAM,
GPT_FRAGMENT_PROGRAM,
GPT_GEOMETRY_PROGRAM,
GPT_HULL_PROGRAM,
GPT_DOMAIN_PROGRAM,
GPT_COMPUTE_PROGRAM
} |
| Enumerates the types of programs which can run on the GPU. More...
|
|
enum | GPUVendor {
GPU_UNKNOWN = 0,
GPU_NVIDIA = 1,
GPU_AMD = 2,
GPU_INTEL = 3,
GPU_S3 = 4,
GPU_MATROX = 5,
GPU_3DLABS = 6,
GPU_SIS = 7,
GPU_IMAGINATION_TECHNOLOGIES = 8,
GPU_APPLE = 9,
GPU_NOKIA = 10,
GPU_MS_SOFTWARE = 11,
GPU_MS_WARP = 12,
GPU_ARM = 13,
GPU_QUALCOMM = 14,
GPU_MOZILLA = 15,
GPU_WEBKIT = 16,
GPU_VENDOR_COUNT = 17
} |
| Enumeration of GPU vendors. More...
|
|
enum | Grid2DMode { G2D_X_Z = 0,
G2D_X_Y = 1,
G2D_Y_Z = 2
} |
| The 2D grid mode. More...
|
|
enum | HlmsBasicBlock { BLOCK_MACRO,
BLOCK_BLEND,
BLOCK_SAMPLER,
NUM_BASIC_BLOCKS
} |
|
enum | HlmsTypes {
HLMS_LOW_LEVEL,
HLMS_PBS,
HLMS_TOON,
HLMS_UNLIT,
HLMS_USER0,
HLMS_USER1,
HLMS_USER2,
HLMS_USER3,
HLMS_MAX = 8,
HLMS_COMPUTE
} |
| Up to 8 different HLMS generator types are allowed. More...
|
|
enum | ImageFlags { IF_COMPRESSED = 0x00000001,
IF_CUBEMAP = 0x00000002,
IF_3D_TEXTURE = 0x00000004
} |
|
enum | InstanceManagerFlags {
IM_USE16BIT = 0x0001,
IM_VTFBESTFIT = 0x0002,
IM_VTFBONEMATRIXLOOKUP = 0x0004,
IM_USEBONEDUALQUATERNIONS = 0x0008,
IM_USEONEWEIGHT = 0x0010,
IM_FORCEONEWEIGHT = 0x0020,
IM_USEALL = IM_USE16BIT|IM_VTFBESTFIT|IM_USEONEWEIGHT
} |
| Flags for the Instance Manager when calculating ideal number of instances per batch. More...
|
|
enum | LayerBlendOperation { LBO_REPLACE,
LBO_ADD,
LBO_MODULATE,
LBO_ALPHA_BLEND
} |
| List of valid texture blending operations, for use with TextureUnitState::setColourOperation. More...
|
|
enum | LayerBlendOperationEx {
LBX_SOURCE1,
LBX_SOURCE2,
LBX_MODULATE,
LBX_MODULATE_X2,
LBX_MODULATE_X4,
LBX_ADD,
LBX_ADD_SIGNED,
LBX_ADD_SMOOTH,
LBX_SUBTRACT,
LBX_BLEND_DIFFUSE_ALPHA,
LBX_BLEND_TEXTURE_ALPHA,
LBX_BLEND_CURRENT_ALPHA,
LBX_BLEND_MANUAL,
LBX_DOTPRODUCT,
LBX_BLEND_DIFFUSE_COLOUR
} |
| Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
|
|
enum | LayerBlendSource {
LBS_CURRENT,
LBS_TEXTURE,
LBS_DIFFUSE,
LBS_SPECULAR,
LBS_MANUAL
} |
| List of valid sources of values for blending operations used in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
|
|
enum | LayerBlendType { LBT_COLOUR,
LBT_ALPHA
} |
| Type of texture blend mode. More...
|
|
enum | LoggingLevel { LL_LOW = 1,
LL_NORMAL = 2,
LL_BOREME = 3
} |
| The level of detail to which the log will go into. More...
|
|
enum | LogMessageLevel { LML_TRIVIAL = 1,
LML_NORMAL = 2,
LML_CRITICAL = 3
} |
| The importance of a logged message. More...
|
|
enum | MappingState { MS_UNMAPPED,
MS_MAPPED,
NUM_MAPPING_STATE
} |
|
enum | MemoryCategory {
MEMCATEGORY_GENERAL = 0,
MEMCATEGORY_GEOMETRY = 1,
MEMCATEGORY_ANIMATION = 2,
MEMCATEGORY_SCENE_CONTROL = 3,
MEMCATEGORY_SCENE_OBJECTS = 4,
MEMCATEGORY_RESOURCE = 5,
MEMCATEGORY_SCRIPTING = 6,
MEMCATEGORY_RENDERSYS = 7,
MEMCATEGORY_COUNT = 8
} |
| A set of categories that indicate the purpose of a chunk of memory being allocated. More...
|
|
enum | MeshChunkID {
M_HEADER = 0x1000,
M_MESH = 0x3000,
M_SUBMESH = 0x4000,
M_SUBMESH_TEXTURE_ALIAS = 0x4200,
M_SUBMESH_LOD = 0x4300,
M_SUBMESH_LOD_OPERATION = 0x4310,
M_SUBMESH_INDEX_BUFFFER = 0x4320,
M_SUBMESH_M_GEOMETRY = 0x4330,
M_SUBMESH_M_GEOMETRY_VERTEX_DECLARATION = 0x4331,
M_SUBMESH_M_GEOMETRY_VERTEX_BUFFER = 0x4332,
M_SUBMESH_M_GEOMETRY_EXTERNAL_SOURCE = 0x4340,
M_MESH_SKELETON_LINK = 0x6000,
M_MESH_BOUNDS = 0x9000,
M_SUBMESH_NAME_TABLE = 0xA000,
M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
M_EDGE_LISTS = 0xB000,
M_EDGE_LIST_LOD = 0xB100,
M_EDGE_GROUP = 0xB110,
M_POSES = 0xC000,
M_POSE = 0xC100,
M_POSE_VERTEX = 0xC111,
M_ANIMATIONS = 0xD000,
M_ANIMATION = 0xD100,
M_ANIMATION_BASEINFO = 0xD105,
M_ANIMATION_TRACK = 0xD110,
M_ANIMATION_MORPH_KEYFRAME = 0xD111,
M_ANIMATION_POSE_KEYFRAME = 0xD112,
M_ANIMATION_POSE_REF = 0xD113,
M_SUBMESH_OPERATION = 0x4010,
M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
M_GEOMETRY = 0x5000,
M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
M_GEOMETRY_VERTEX_ELEMENT = 0x5110,
M_GEOMETRY_VERTEX_BUFFER = 0x5200,
M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
M_MESH_BONE_ASSIGNMENT = 0x7000,
M_MESH_LOD_LEVEL = 0x8000,
M_MESH_LOD_USAGE = 0x8100,
M_MESH_LOD_MANUAL = 0x8110,
M_MESH_LOD_GENERATED = 0x8120,
M_TABLE_EXTREMES = 0xE000,
M_GEOMETRY_NORMALS = 0x5100,
M_GEOMETRY_COLOURS = 0x5200,
M_GEOMETRY_TEXCOORDS = 0x5300
} |
| Definition of the OGRE .mesh file format. More...
|
|
enum | MeshVersion { MESH_VERSION_LATEST,
MESH_VERSION_2_1,
MESH_VERSION_LEGACY
} |
| Mesh compatibility versions Naming convention: MeshSerializer_v2.1 R0 LEGACYV1. More...
|
|
enum | OperationType {
OT_POINT_LIST = 1,
OT_LINE_LIST = 2,
OT_LINE_STRIP = 3,
OT_TRIANGLE_LIST = 4,
OT_TRIANGLE_STRIP = 5,
OT_TRIANGLE_FAN = 6,
OT_PATCH_1_CONTROL_POINT = 7,
OT_PATCH_2_CONTROL_POINT = 8,
OT_PATCH_3_CONTROL_POINT = 9,
OT_PATCH_4_CONTROL_POINT = 10,
OT_PATCH_5_CONTROL_POINT = 11,
OT_PATCH_6_CONTROL_POINT = 12,
OT_PATCH_7_CONTROL_POINT = 13,
OT_PATCH_8_CONTROL_POINT = 14,
OT_PATCH_9_CONTROL_POINT = 15,
OT_PATCH_10_CONTROL_POINT = 16,
OT_PATCH_11_CONTROL_POINT = 17,
OT_PATCH_12_CONTROL_POINT = 18,
OT_PATCH_13_CONTROL_POINT = 19,
OT_PATCH_14_CONTROL_POINT = 20,
OT_PATCH_15_CONTROL_POINT = 21,
OT_PATCH_16_CONTROL_POINT = 22,
OT_PATCH_17_CONTROL_POINT = 23,
OT_PATCH_18_CONTROL_POINT = 24,
OT_PATCH_19_CONTROL_POINT = 25,
OT_PATCH_20_CONTROL_POINT = 26,
OT_PATCH_21_CONTROL_POINT = 27,
OT_PATCH_22_CONTROL_POINT = 28,
OT_PATCH_23_CONTROL_POINT = 29,
OT_PATCH_24_CONTROL_POINT = 30,
OT_PATCH_25_CONTROL_POINT = 31,
OT_PATCH_26_CONTROL_POINT = 32,
OT_PATCH_27_CONTROL_POINT = 33,
OT_PATCH_28_CONTROL_POINT = 34,
OT_PATCH_29_CONTROL_POINT = 35,
OT_PATCH_30_CONTROL_POINT = 36,
OT_PATCH_31_CONTROL_POINT = 37,
OT_PATCH_32_CONTROL_POINT = 38
} |
|
enum | OrientationMode {
OR_DEGREE_0 = 0,
OR_DEGREE_90 = 1,
OR_DEGREE_180 = 2,
OR_DEGREE_270 = 3,
OR_PORTRAIT = OR_DEGREE_0,
OR_LANDSCAPERIGHT = OR_DEGREE_90,
OR_LANDSCAPELEFT = OR_DEGREE_270
} |
| Specifies orientation mode. More...
|
|
enum | ParameterType {
PT_BOOL,
PT_REAL,
PT_INT,
PT_UNSIGNED_INT,
PT_SHORT,
PT_UNSIGNED_SHORT,
PT_LONG,
PT_UNSIGNED_LONG,
PT_STRING,
PT_VECTOR3,
PT_MATRIX3,
PT_MATRIX4,
PT_QUATERNION,
PT_COLOURVALUE
} |
| List of parameter types available. More...
|
|
enum | PbsBlendModes {
PBSM_BLEND_NORMAL_NON_PREMUL,
PBSM_BLEND_NORMAL_PREMUL,
PBSM_BLEND_ADD,
PBSM_BLEND_SUBTRACT,
PBSM_BLEND_MULTIPLY,
PBSM_BLEND_MULTIPLY2X,
PBSM_BLEND_SCREEN,
PBSM_BLEND_OVERLAY,
PBSM_BLEND_LIGHTEN,
PBSM_BLEND_DARKEN,
PBSM_BLEND_GRAIN_EXTRACT,
PBSM_BLEND_GRAIN_MERGE,
PBSM_BLEND_DIFFERENCE,
NUM_PBSM_BLEND_MODES
} |
|
enum | PbsMobileBlendModes {
PBSM_BLEND_NORMAL_NON_PREMUL,
PBSM_BLEND_NORMAL_PREMUL,
PBSM_BLEND_ADD,
PBSM_BLEND_SUBTRACT,
PBSM_BLEND_MULTIPLY,
PBSM_BLEND_MULTIPLY2X,
PBSM_BLEND_SCREEN,
PBSM_BLEND_OVERLAY,
PBSM_BLEND_LIGHTEN,
PBSM_BLEND_DARKEN,
PBSM_BLEND_GRAIN_EXTRACT,
PBSM_BLEND_GRAIN_MERGE,
PBSM_BLEND_DIFFERENCE,
NUM_PBSM_BLEND_MODES
} |
|
enum | PbsMobileTextureTypes {
PBSM_DIFFUSE,
PBSM_NORMAL,
PBSM_SPECULAR,
PBSM_ROUGHNESS,
PBSM_DETAIL_WEIGHT,
PBSM_DETAIL0,
PBSM_DETAIL1,
PBSM_DETAIL2,
PBSM_DETAIL3,
PBSM_DETAIL0_NM,
PBSM_DETAIL1_NM,
PBSM_DETAIL2_NM,
PBSM_DETAIL3_NM,
PBSM_REFLECTION,
NUM_PBSM_SOURCES = PBSM_REFLECTION,
NUM_PBSM_TEXTURE_TYPES
} |
|
enum | PbsTextureTypes {
PBSM_DIFFUSE,
PBSM_NORMAL,
PBSM_SPECULAR,
PBSM_METALLIC = PBSM_SPECULAR,
PBSM_ROUGHNESS,
PBSM_DETAIL_WEIGHT,
PBSM_DETAIL0,
PBSM_DETAIL1,
PBSM_DETAIL2,
PBSM_DETAIL3,
PBSM_DETAIL0_NM,
PBSM_DETAIL1_NM,
PBSM_DETAIL2_NM,
PBSM_DETAIL3_NM,
PBSM_EMISSIVE,
PBSM_REFLECTION,
NUM_PBSM_SOURCES = PBSM_REFLECTION,
NUM_PBSM_TEXTURE_TYPES
} |
|
enum | PixelComponentType {
PCT_BYTE = 0,
PCT_SHORT = 1,
PCT_FLOAT16 = 2,
PCT_FLOAT32 = 3,
PCT_SINT = 4,
PCT_UINT = 5,
PCT_COUNT = 6
} |
| Pixel component format. More...
|
|
enum | PixelFormat {
PF_UNKNOWN = 0,
PF_L8 = 1,
PF_BYTE_L = PF_L8,
PF_L16 = 2,
PF_SHORT_L = PF_L16,
PF_A8 = 3,
PF_BYTE_A = PF_A8,
PF_A4L4 = 4,
PF_BYTE_LA = 5,
PF_R5G6B5 = 6,
PF_B5G6R5 = 7,
PF_R3G3B2 = 31,
PF_A4R4G4B4 = 8,
PF_A1R5G5B5 = 9,
PF_R8G8B8 = 10,
PF_B8G8R8 = 11,
PF_A8R8G8B8 = 12,
PF_A8B8G8R8 = 13,
PF_B8G8R8A8 = 14,
PF_R8G8B8A8 = 28,
PF_X8R8G8B8 = 26,
PF_X8B8G8R8 = 27,
PF_BYTE_RGB = PF_R8G8B8,
PF_BYTE_BGR = PF_B8G8R8,
PF_BYTE_BGRA = PF_B8G8R8A8,
PF_BYTE_RGBA = PF_R8G8B8A8,
PF_A2R10G10B10 = 15,
PF_A2B10G10R10 = 16,
PF_DXT1 = 17,
PF_DXT2 = 18,
PF_DXT3 = 19,
PF_DXT4 = 20,
PF_DXT5 = 21,
PF_FLOAT16_R = 32,
PF_FLOAT16_RGB = 22,
PF_FLOAT16_RGBA = 23,
PF_FLOAT32_R = 33,
PF_FLOAT32_RGB = 24,
PF_FLOAT32_RGBA = 25,
PF_FLOAT16_GR = 35,
PF_FLOAT32_GR = 36,
PF_DEPTH_DEPRECATED = 29,
PF_SHORT_RGBA = 30,
PF_SHORT_GR = 34,
PF_SHORT_RGB = 37,
PF_PVRTC_RGB2 = 38,
PF_PVRTC_RGBA2 = 39,
PF_PVRTC_RGB4 = 40,
PF_PVRTC_RGBA4 = 41,
PF_PVRTC2_2BPP = 42,
PF_PVRTC2_4BPP = 43,
PF_R11G11B10_FLOAT = 44,
PF_R8_UINT = 45,
PF_R8G8_UINT = 46,
PF_R8G8B8_UINT = 47,
PF_R8G8B8A8_UINT = 48,
PF_R16_UINT = 49,
PF_R16G16_UINT = 50,
PF_R16G16B16_UINT = 51,
PF_R16G16B16A16_UINT = 52,
PF_R32_UINT = 53,
PF_R32G32_UINT = 54,
PF_R32G32B32_UINT = 55,
PF_R32G32B32A32_UINT = 56,
PF_R8_SINT = 57,
PF_R8G8_SINT = 58,
PF_R8G8B8_SINT = 59,
PF_R8G8B8A8_SINT = 60,
PF_R16_SINT = 61,
PF_R16G16_SINT = 62,
PF_R16G16B16_SINT = 63,
PF_R16G16B16A16_SINT = 64,
PF_R32_SINT = 65,
PF_R32G32_SINT = 66,
PF_R32G32B32_SINT = 67,
PF_R32G32B32A32_SINT = 68,
PF_R9G9B9E5_SHAREDEXP = 69,
PF_BC4_UNORM = 70,
PF_BC4_SNORM = 71,
PF_BC5_UNORM = 72,
PF_BC5_SNORM = 73,
PF_BC6H_UF16 = 74,
PF_BC6H_SF16 = 75,
PF_BC7_UNORM = 76,
PF_BC7_UNORM_SRGB = 77,
PF_R8 = 78,
PF_RG8 = 79,
PF_R8_SNORM = 80,
PF_R8G8_SNORM = 81,
PF_R8G8B8_SNORM = 82,
PF_R8G8B8A8_SNORM = 83,
PF_R16_SNORM = 84,
PF_R16G16_SNORM = 85,
PF_R16G16B16_SNORM = 86,
PF_R16G16B16A16_SNORM = 87,
PF_ETC1_RGB8 = 88,
PF_ETC2_RGB8 = 89,
PF_ETC2_RGBA8 = 90,
PF_ETC2_RGB8A1 = 91,
PF_ATC_RGB = 92,
PF_ATC_RGBA_EXPLICIT_ALPHA = 93,
PF_ATC_RGBA_INTERPOLATED_ALPHA = 94,
PF_ASTC_RGBA_4X4_LDR = 95,
PF_ASTC_RGBA_5X4_LDR = 96,
PF_ASTC_RGBA_5X5_LDR = 97,
PF_ASTC_RGBA_6X5_LDR = 98,
PF_ASTC_RGBA_6X6_LDR = 99,
PF_ASTC_RGBA_8X5_LDR = 100,
PF_ASTC_RGBA_8X6_LDR = 101,
PF_ASTC_RGBA_8X8_LDR = 102,
PF_ASTC_RGBA_10X5_LDR = 103,
PF_ASTC_RGBA_10X6_LDR = 104,
PF_ASTC_RGBA_10X8_LDR = 105,
PF_ASTC_RGBA_10X10_LDR = 106,
PF_ASTC_RGBA_12X10_LDR = 107,
PF_ASTC_RGBA_12X12_LDR = 108,
PF_ASTC_SRGB8A8_4X4_LDR = 109,
PF_ASTC_SRGB8A8_5X4_LDR = 110,
PF_ASTC_SRGB8A8_5X5_LDR = 111,
PF_ASTC_SRGB8A8_6X5_LDR = 112,
PF_ASTC_SRGB8A8_6X6_LDR = 113,
PF_ASTC_SRGB8A8_8X5_LDR = 114,
PF_ASTC_SRGB8A8_8X6_LDR = 115,
PF_ASTC_SRGB8A8_8X8_LDR = 116,
PF_ASTC_SRGB8A8_10X5_LDR = 117,
PF_ASTC_SRGB8A8_10X6_LDR = 118,
PF_ASTC_SRGB8A8_10X8_LDR = 119,
PF_ASTC_SRGB8A8_10X10_LDR = 120,
PF_ASTC_SRGB8A8_12X10_LDR = 121,
PF_ASTC_SRGB8A8_12X12_LDR = 122,
PF_D24_UNORM_S8_UINT = 123,
PF_D24_UNORM_X8 = 124,
PF_X24_S8_UINT = 125,
PF_D24_UNORM = 126,
PF_D16_UNORM = 127,
PF_D32_FLOAT = 128,
PF_D32_FLOAT_X24_S8_UINT = 129,
PF_D32_FLOAT_X24_X8 = 130,
PF_X32_X24_S8_UINT = 131,
PF_NULL = 132,
PF_COUNT = 133
} |
| The pixel format used for images, textures, and render surfaces. More...
|
|
enum | PixelFormatFlags {
PFF_HASALPHA = 0x00000001,
PFF_COMPRESSED = 0x00000002,
PFF_FLOAT = 0x00000004,
PFF_DEPTH = 0x00000008,
PFF_NATIVEENDIAN = 0x00000010,
PFF_LUMINANCE = 0x00000020,
PFF_INTEGER = 0x00000040,
PFF_SIGNED = 0x00000080
} |
| Flags defining some on/off properties of pixel formats. More...
|
|
enum | PixelFormatGpu {
PFG_UNKNOWN,
PFG_NULL,
PFG_RGBA32_FLOAT,
PFG_RGBA32_UINT,
PFG_RGBA32_SINT,
PFG_RGB32_FLOAT,
PFG_RGB32_UINT,
PFG_RGB32_SINT,
PFG_RGBA16_FLOAT,
PFG_RGBA16_UNORM,
PFG_RGBA16_UINT,
PFG_RGBA16_SNORM,
PFG_RGBA16_SINT,
PFG_RG32_FLOAT,
PFG_RG32_UINT,
PFG_RG32_SINT,
PFG_D32_FLOAT_S8X24_UINT,
PFG_R10G10B10A2_UNORM,
PFG_R10G10B10A2_UINT,
PFG_R11G11B10_FLOAT,
PFG_RGBA8_UNORM,
PFG_RGBA8_UNORM_SRGB,
PFG_RGBA8_UINT,
PFG_RGBA8_SNORM,
PFG_RGBA8_SINT,
PFG_RG16_FLOAT,
PFG_RG16_UNORM,
PFG_RG16_UINT,
PFG_RG16_SNORM,
PFG_RG16_SINT,
PFG_D32_FLOAT,
PFG_R32_FLOAT,
PFG_R32_UINT,
PFG_R32_SINT,
PFG_D24_UNORM,
PFG_D24_UNORM_S8_UINT,
PFG_RG8_UNORM,
PFG_RG8_UINT,
PFG_RG8_SNORM,
PFG_RG8_SINT,
PFG_R16_FLOAT,
PFG_D16_UNORM,
PFG_R16_UNORM,
PFG_R16_UINT,
PFG_R16_SNORM,
PFG_R16_SINT,
PFG_R8_UNORM,
PFG_R8_UINT,
PFG_R8_SNORM,
PFG_R8_SINT,
PFG_A8_UNORM,
PFG_R1_UNORM,
PFG_R9G9B9E5_SHAREDEXP,
PFG_R8G8_B8G8_UNORM,
PFG_G8R8_G8B8_UNORM,
PFG_BC1_UNORM,
PFG_BC1_UNORM_SRGB,
PFG_BC2_UNORM,
PFG_BC2_UNORM_SRGB,
PFG_BC3_UNORM,
PFG_BC3_UNORM_SRGB,
PFG_BC4_UNORM,
PFG_BC4_SNORM,
PFG_BC5_UNORM,
PFG_BC5_SNORM,
PFG_B5G6R5_UNORM,
PFG_B5G5R5A1_UNORM,
PFG_BGRA8_UNORM,
PFG_BGRX8_UNORM,
PFG_R10G10B10_XR_BIAS_A2_UNORM,
PFG_BGRA8_UNORM_SRGB,
PFG_BGRX8_UNORM_SRGB,
PFG_BC6H_UF16,
PFG_BC6H_SF16,
PFG_BC7_UNORM,
PFG_BC7_UNORM_SRGB,
PFG_AYUV,
PFG_Y410,
PFG_Y416,
PFG_NV12,
PFG_P010,
PFG_P016,
PFG_420_OPAQUE,
PFG_YUY2,
PFG_Y210,
PFG_Y216,
PFG_NV11,
PFG_AI44,
PFG_IA44,
PFG_P8,
PFG_A8P8,
PFG_B4G4R4A4_UNORM,
PFG_P208,
PFG_V208,
PFG_V408,
PFG_RGB8_UNORM,
PFG_RGB8_UNORM_SRGB,
PFG_BGR8_UNORM,
PFG_BGR8_UNORM_SRGB,
PFG_RGB16_UNORM,
PFG_PVRTC_RGB2,
PFG_PVRTC_RGB2_SRGB,
PFG_PVRTC_RGBA2,
PFG_PVRTC_RGBA2_SRGB,
PFG_PVRTC_RGB4,
PFG_PVRTC_RGB4_SRGB,
PFG_PVRTC_RGBA4,
PFG_PVRTC_RGBA4_SRGB,
PFG_PVRTC2_2BPP,
PFG_PVRTC2_2BPP_SRGB,
PFG_PVRTC2_4BPP,
PFG_PVRTC2_4BPP_SRGB,
PFG_ETC1_RGB8_UNORM,
PFG_ETC2_RGB8_UNORM,
PFG_ETC2_RGB8_UNORM_SRGB,
PFG_ETC2_RGBA8_UNORM,
PFG_ETC2_RGBA8_UNORM_SRGB,
PFG_ETC2_RGB8A1_UNORM,
PFG_ETC2_RGB8A1_UNORM_SRGB,
PFG_EAC_R11_UNORM,
PFG_EAC_R11_SNORM,
PFG_EAC_R11G11_UNORM,
PFG_EAC_R11G11_SNORM,
PFG_ATC_RGB,
PFG_ATC_RGBA_EXPLICIT_ALPHA,
PFG_ATC_RGBA_INTERPOLATED_ALPHA,
PFG_ASTC_RGBA_UNORM_4X4_LDR,
PFG_ASTC_RGBA_UNORM_5X4_LDR,
PFG_ASTC_RGBA_UNORM_5X5_LDR,
PFG_ASTC_RGBA_UNORM_6X5_LDR,
PFG_ASTC_RGBA_UNORM_6X6_LDR,
PFG_ASTC_RGBA_UNORM_8X5_LDR,
PFG_ASTC_RGBA_UNORM_8X6_LDR,
PFG_ASTC_RGBA_UNORM_8X8_LDR,
PFG_ASTC_RGBA_UNORM_10X5_LDR,
PFG_ASTC_RGBA_UNORM_10X6_LDR,
PFG_ASTC_RGBA_UNORM_10X8_LDR,
PFG_ASTC_RGBA_UNORM_10X10_LDR,
PFG_ASTC_RGBA_UNORM_12X10_LDR,
PFG_ASTC_RGBA_UNORM_12X12_LDR,
PFG_ASTC_RGBA_UNORM_4X4_sRGB,
PFG_ASTC_RGBA_UNORM_5X4_sRGB,
PFG_ASTC_RGBA_UNORM_5X5_sRGB,
PFG_ASTC_RGBA_UNORM_6X5_sRGB,
PFG_ASTC_RGBA_UNORM_6X6_sRGB,
PFG_ASTC_RGBA_UNORM_8X5_sRGB,
PFG_ASTC_RGBA_UNORM_8X6_sRGB,
PFG_ASTC_RGBA_UNORM_8X8_sRGB,
PFG_ASTC_RGBA_UNORM_10X5_sRGB,
PFG_ASTC_RGBA_UNORM_10X6_sRGB,
PFG_ASTC_RGBA_UNORM_10X8_sRGB,
PFG_ASTC_RGBA_UNORM_10X10_sRGB,
PFG_ASTC_RGBA_UNORM_12X10_sRGB,
PFG_ASTC_RGBA_UNORM_12X12_sRGB,
PFG_COUNT
} |
| The pixel format used for images, textures, and render surfaces. More...
|
|
enum | PolygonMode { PM_POINTS = 1,
PM_WIREFRAME = 2,
PM_SOLID = 3
} |
| The polygon mode to use when rasterising. More...
|
|
enum | PrePassMode { PrePassNone,
PrePassCreate,
PrePassUse
} |
|
enum | ProfileGroupMask {
OGREPROF_USER_DEFAULT = 0x00000001,
OGREPROF_ALL = 0xFF000000,
OGREPROF_GENERAL = 0x80000000,
OGREPROF_CULLING = 0x40000000,
OGREPROF_RENDERING = 0x20000000
} |
| List of reserved profiling masks. More...
|
|
enum | ProjectionType { PT_ORTHOGRAPHIC,
PT_PERSPECTIVE
} |
| Specifies perspective (realistic) or orthographic (architectural) projection. More...
|
|
enum | PropertyType {
PROP_SHORT = 0,
PROP_UNSIGNED_SHORT = 1,
PROP_INT = 2,
PROP_UNSIGNED_INT = 3,
PROP_LONG = 4,
PROP_UNSIGNED_LONG = 5,
PROP_REAL = 6,
PROP_STRING = 7,
PROP_VECTOR2 = 8,
PROP_VECTOR3 = 9,
PROP_VECTOR4 = 10,
PROP_COLOUR = 11,
PROP_BOOL = 12,
PROP_QUATERNION = 13,
PROP_MATRIX3 = 14,
PROP_MATRIX4 = 15,
PROP_UNKNOWN = 999
} |
| The type of a property. More...
|
|
enum | SceneBlendFactor {
SBF_ONE,
SBF_ZERO,
SBF_DEST_COLOUR,
SBF_SOURCE_COLOUR,
SBF_ONE_MINUS_DEST_COLOUR,
SBF_ONE_MINUS_SOURCE_COLOUR,
SBF_DEST_ALPHA,
SBF_SOURCE_ALPHA,
SBF_ONE_MINUS_DEST_ALPHA,
SBF_ONE_MINUS_SOURCE_ALPHA
} |
| Blending factors for manually blending objects with the scene. More...
|
|
enum | SceneBlendOperation {
SBO_ADD,
SBO_SUBTRACT,
SBO_REVERSE_SUBTRACT,
SBO_MIN,
SBO_MAX
} |
| Blending operations controls how objects are blended into the scene. More...
|
|
enum | SceneBlendType {
SBT_TRANSPARENT_ALPHA,
SBT_TRANSPARENT_COLOUR,
SBT_ADD,
SBT_MODULATE,
SBT_REPLACE
} |
| Types of blending that you can specify between an object and the existing contents of the scene. More...
|
|
enum | SceneMemoryMgrTypes { SCENE_DYNAMIC = 0,
SCENE_STATIC,
NUM_SCENE_MEMORY_MANAGER_TYPES
} |
| The types of NodeMemoryManager & ObjectMemoryManagers. More...
|
|
enum | SceneType {
ST_GENERIC = 1,
ST_EXTERIOR_CLOSE = 2,
ST_EXTERIOR_FAR = 4,
ST_EXTERIOR_REAL_FAR = 8,
ST_INTERIOR = 16
} |
| Classification of a scene to allow a decision of what type of SceenManager to provide back to the application. More...
|
|
enum | ShadeOptions { SO_FLAT,
SO_GOURAUD,
SO_PHONG
} |
| Light shading modes. More...
|
|
enum | ShaderType {
VertexShader,
PixelShader,
GeometryShader,
HullShader,
DomainShader,
NumShaderTypes
} |
|
enum | ShadowMapTechniques { SHADOWMAP_UNIFORM,
SHADOWMAP_PLANEOPTIMAL,
SHADOWMAP_FOCUSED,
SHADOWMAP_PSSM
} |
|
enum | ShadowNodeRecalculation { SHADOW_NODE_RECALCULATE,
SHADOW_NODE_REUSE,
SHADOW_NODE_FIRST_ONLY,
SHADOW_NODE_CASTER_PASS
} |
|
enum | SharedPtrFreeMethod { SPFM_DELETE,
SPFM_DELETE_T,
SPFM_FREE,
SPFM_NONE
} |
| The method to use to free memory on destruction. More...
|
|
enum | SkeletonChunkID {
SKELETON_HEADER = 0x1000,
SKELETON_BLENDMODE = 0x1010,
SKELETON_BONE = 0x2000,
SKELETON_BONE_PARENT = 0x3000,
SKELETON_ANIMATION = 0x4000,
SKELETON_ANIMATION_BASEINFO = 0x4010,
SKELETON_ANIMATION_TRACK = 0x4100,
SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
SKELETON_ANIMATION_LINK = 0x5000
} |
| Definition of the OGRE .skeleton file format. More...
|
|
enum | SortMode { SM_DIRECTION,
SM_DISTANCE
} |
| Sort mode for billboard-set and particle-system. More...
|
|
enum | StagingStallType { STALL_NONE,
STALL_PARTIAL,
STALL_FULL,
NUM_STALL_TYPES
} |
|
enum | StencilOperation {
SOP_KEEP,
SOP_ZERO,
SOP_REPLACE,
SOP_INCREMENT,
SOP_DECREMENT,
SOP_INCREMENT_WRAP,
SOP_DECREMENT_WRAP,
SOP_INVERT
} |
| Enum describing the various actions which can be taken on the stencil buffer. More...
|
|
enum | StereoModeType { SMT_NONE = 0x0,
SMT_FRAME_SEQUENTIAL
} |
| Defines the stereo mode types. More...
|
|
enum | TerrainAutoUpdateLodStrategy { NONE = 0,
BY_DISTANCE = 1
} |
|
enum | TerrainLayerSamplerSemantic { TLSS_ALBEDO = 0,
TLSS_NORMAL = 1,
TLSS_HEIGHT = 2,
TLSS_SPECULAR = 3
} |
| Enumeration of types of data that can be read from textures that are specific to a given layer. More...
|
|
enum | TexCoordCalcMethod {
TEXCALC_NONE,
TEXCALC_ENVIRONMENT_MAP,
TEXCALC_ENVIRONMENT_MAP_PLANAR,
TEXCALC_ENVIRONMENT_MAP_REFLECTION,
TEXCALC_ENVIRONMENT_MAP_NORMAL,
TEXCALC_PROJECTIVE_TEXTURE
} |
| Enum describing the ways to generate texture coordinates. More...
|
|
enum | TextureAddressingMode {
TAM_WRAP,
TAM_MIRROR,
TAM_CLAMP,
TAM_BORDER,
TAM_UNKNOWN = 99
} |
|
enum | TextureFilterOptions { TFO_NONE,
TFO_BILINEAR,
TFO_TRILINEAR,
TFO_ANISOTROPIC
} |
| High-level filtering options providing shortcuts to settings the minification, magnification and mip filters. More...
|
|
enum | TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF,
MIP_DEFAULT = -1
} |
| Enum identifying special mipmap numbers. More...
|
|
enum | TextureType {
TEX_TYPE_1D = 1,
TEX_TYPE_2D = 2,
TEX_TYPE_3D = 3,
TEX_TYPE_CUBE_MAP = 4,
TEX_TYPE_2D_ARRAY = 5,
TEX_TYPE_2D_RECT = 6
} |
| Enum identifying the texture type. More...
|
|
enum | TextureUsage {
TU_STATIC = v1::HardwareBuffer::HBU_STATIC,
TU_DYNAMIC = v1::HardwareBuffer::HBU_DYNAMIC,
TU_WRITE_ONLY = v1::HardwareBuffer::HBU_WRITE_ONLY,
TU_STATIC_WRITE_ONLY = v1::HardwareBuffer::HBU_STATIC_WRITE_ONLY,
TU_DYNAMIC_WRITE_ONLY = v1::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
TU_DYNAMIC_WRITE_ONLY_DISCARDABLE = v1::HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
TU_AUTOMIPMAP = 0x10,
TU_RENDERTARGET = 0x20,
TU_NOT_SRV = 0x40,
TU_UAV = 0x80,
TU_UAV_NOT_SRV = TU_UAV | TU_NOT_SRV,
TU_AUTOMIPMAP_AUTO = 0x100,
TU_DEFAULT = TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY,
TU_NOT_TEXTURE = TU_NOT_SRV,
TU_UAV_NOT_TEXTURE = TU_UAV | TU_NOT_SRV
} |
| Enum identifying the texture usage. More...
|
|
enum | TrackVertexColourEnum {
TVC_NONE = 0x0,
TVC_AMBIENT = 0x1,
TVC_DIFFUSE = 0x2,
TVC_SPECULAR = 0x4,
TVC_EMISSIVE = 0x8
} |
|
enum | UnlitBlendModes {
UNLIT_BLEND_NORMAL_NON_PREMUL,
UNLIT_BLEND_NORMAL_PREMUL,
UNLIT_BLEND_ADD,
UNLIT_BLEND_SUBTRACT,
UNLIT_BLEND_MULTIPLY,
UNLIT_BLEND_MULTIPLY2X,
UNLIT_BLEND_SCREEN,
UNLIT_BLEND_OVERLAY,
UNLIT_BLEND_LIGHTEN,
UNLIT_BLEND_DARKEN,
UNLIT_BLEND_GRAIN_EXTRACT,
UNLIT_BLEND_GRAIN_MERGE,
UNLIT_BLEND_DIFFERENCE,
NUM_UNLIT_BLEND_MODES
} |
|
enum | UnlitTextureTypes { NUM_UNLIT_TEXTURE_TYPES = 16
} |
|
enum | UnmapOptions { UO_UNMAP_ALL,
UO_KEEP_PERSISTENT
} |
|
enum | VertexElementSemantic {
VES_POSITION = 1,
VES_BLEND_WEIGHTS = 2,
VES_BLEND_INDICES = 3,
VES_NORMAL = 4,
VES_DIFFUSE = 5,
VES_SPECULAR = 6,
VES_TEXTURE_COORDINATES = 7,
VES_BINORMAL = 8,
VES_TANGENT = 9,
VES_BLEND_WEIGHTS2 = 10,
VES_BLEND_INDICES2 = 11,
VES_COUNT = 11
} |
| Vertex element semantics, used to identify the meaning of vertex buffer contents. More...
|
|
enum | VertexElementType {
VET_FLOAT1 = 0,
VET_FLOAT2 = 1,
VET_FLOAT3 = 2,
VET_FLOAT4 = 3,
VET_COLOUR = 4,
VET_SHORT2 = 6,
VET_SHORT4 = 8,
VET_UBYTE4 = 9,
VET_COLOUR_ARGB = 10,
VET_COLOUR_ABGR = 11,
VET_DOUBLE1 = 12,
VET_DOUBLE2 = 13,
VET_DOUBLE3 = 14,
VET_DOUBLE4 = 15,
VET_USHORT1_DEPRECATED = 16,
VET_USHORT2 = 17,
VET_USHORT3_DEPRECATED = 18,
VET_USHORT4 = 19,
VET_INT1 = 20,
VET_INT2 = 21,
VET_INT3 = 22,
VET_INT4 = 23,
VET_UINT1 = 24,
VET_UINT2 = 25,
VET_UINT3 = 26,
VET_UINT4 = 27,
VET_BYTE4 = 28,
VET_BYTE4_SNORM = 29,
VET_UBYTE4_NORM = 30,
VET_SHORT2_SNORM = 31,
VET_SHORT4_SNORM = 32,
VET_USHORT2_NORM = 33,
VET_USHORT4_NORM = 34,
VET_HALF2 = 35,
VET_HALF4 = 36
} |
| 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. More...
|
|
enum | VertexPass { VpNormal,
VpShadow,
NumVertexPass
} |
|
enum | WaveformType {
WFT_SINE,
WFT_TRIANGLE,
WFT_SQUARE,
WFT_SAWTOOTH,
WFT_INVERSE_SAWTOOTH,
WFT_PWM
} |
| Enumerates the wave types usable with the Ogre engine. More...
|
|