OGRE
2.2.4
Object-Oriented Graphics Rendering Engine
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Opaque struct that holds effective FSAA (MSAA, CSAA, etc.) mode. More...
#include <OgreCommon.h>
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SampleDescription (uint8 msaa=1u, MsaaPatterns::MsaaPatterns pattern=MsaaPatterns::Undefined) | |
SampleDescription (const String &fsaaSetting) | |
void | _set (uint8 colourSamples, uint8 coverageSamples, MsaaPatterns::MsaaPatterns pattern) |
For internal use. More... | |
uint8 | getColourSamples (void) const |
uint8 | getCoverageSamples (void) const |
void | getFsaaDesc (LwString &outFsaaSetting) const |
Appends the FSAA description to the string. More... | |
void | getFsaaDesc (String &outFsaaSetting) const |
Appends the FSAA description to the string. More... | |
uint8 | getMaxSamples (void) const |
MsaaPatterns::MsaaPatterns | getMsaaPattern (void) const |
bool | isCsaa (void) const |
Returns true if this is CSAA, whether it's quality or not. More... | |
bool | isCsaaQuality (void) const |
Returns true if this is CSAA in quality mode. More... | |
bool | isMsaa (void) const |
bool | isMultisample (void) const |
bool | operator!= (const SampleDescription &rhs) const |
bool | operator< (const SampleDescription &other) const |
bool | operator== (const SampleDescription &rhs) const |
void | parseString (const String &fsaaSetting) |
void | setCsaa (uint8 samples, bool bQuality) |
Set CSAA by NVIDIA's marketing names e.g. More... | |
void | setEqaa (uint8 colourSamples, uint8 coverageSamples) |
Set EQAA by its marketing number (which coincides with its technical spec) e.g. More... | |
void | setMsaa (uint8 msaa, MsaaPatterns::MsaaPatterns pattern=MsaaPatterns::Undefined) |
Opaque struct that holds effective FSAA (MSAA, CSAA, etc.) mode.
Note that you can request a SampleDescription, but you may get the closest quality if that particular setting is not supported by the GPU.
Additionally, device lost events can cause FSAA settings to be degraded on the fly Listen for TextureGpuListener::FsaaSettingAlteredByApi events to be notified of this
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void Ogre::SampleDescription::_set | ( | uint8 | colourSamples, |
uint8 | coverageSamples, | ||
MsaaPatterns::MsaaPatterns | pattern | ||
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For internal use.
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void Ogre::SampleDescription::getFsaaDesc | ( | LwString & | outFsaaSetting | ) | const |
Appends the FSAA description to the string.
void Ogre::SampleDescription::getFsaaDesc | ( | String & | outFsaaSetting | ) | const |
Appends the FSAA description to the string.
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References Ogre::max().
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References Ogre::MsaaPatterns::Undefined.
bool Ogre::SampleDescription::isCsaa | ( | void | ) | const |
Returns true if this is CSAA, whether it's quality or not.
bool Ogre::SampleDescription::isCsaaQuality | ( | void | ) | const |
Returns true if this is CSAA in quality mode.
bool Ogre::SampleDescription::isMsaa | ( | void | ) | const |
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void Ogre::SampleDescription::parseString | ( | const String & | fsaaSetting | ) |
void Ogre::SampleDescription::setCsaa | ( | uint8 | samples, |
bool | bQuality | ||
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Set CSAA by NVIDIA's marketing names e.g.
8x CSAA call setCsaa( 8u, false ) 8x CSAA (Quality) then call setCsaa( 8u, true ) 16x CSAA call setCsaa( 16u, false ) 16x CSAA (Quality) then call setCsaa( 16u, true )
samples | Marketing value. Can be 8 or 16 |
bQuality | True to use the 'quality' variation, false otherwise |
Set EQAA by its marketing number (which coincides with its technical spec) e.g.
2f4x EQAA call setEqaa( 2u, 4u ) 4f8x EQAA call setEqaa( 4u, 8u ) 8f16x EQAA call setEqaa( 8u, 16u )
mColourSamples | |
coverageSample |
void Ogre::SampleDescription::setMsaa | ( | uint8 | msaa, |
MsaaPatterns::MsaaPatterns | pattern = MsaaPatterns::Undefined |
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