#include <OgreTextureDefinition.h>
◆ RenderTargetViewDef()
Ogre::RenderTargetViewDef::RenderTargetViewDef |
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◆ isRuntimeAnalyzed()
bool Ogre::RenderTargetViewDef::isRuntimeAnalyzed |
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inline |
◆ setForTextureDefinition()
Convenience routine to setup an RTV that renders directly to a texture defined by the provided TextureDefinition; which is the most common case.
- Parameters
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◆ setRuntimeAnalyzed()
void Ogre::RenderTargetViewDef::setRuntimeAnalyzed |
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IdString |
texName | ) |
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If the texture comes from an input channel, we don't have yet enough information, as we're missing: Whether the texture is colour or depth The default depth settings (prefersDepthTexture, depth format, etc) Use this function to force the given texture to be analyzed at runtime when creating the pass.
- Parameters
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◆ colourAttachments
◆ depthAttachment
◆ depthBufferFormat
◆ depthBufferId
uint16 Ogre::RenderTargetViewDef::depthBufferId |
Depth Buffer's pool ID.
Ignored if depthAttachment.textureName or stencilAttachment.textureName are explicitly set.
◆ depthReadOnly
bool Ogre::RenderTargetViewDef::depthReadOnly |
◆ preferDepthTexture
bool Ogre::RenderTargetViewDef::preferDepthTexture |
Whether this RTV should be attached to a depth texture (i.e.
TextureGpu::isTexture == true) or a regular depth buffer. True to use depth textures. False otherwise (default).
- Ignored if depthAttachment.texture or stencilAttachment.texture are explicitly set.
◆ stencilAttachment
◆ stencilReadOnly
bool Ogre::RenderTargetViewDef::stencilReadOnly |
The documentation for this struct was generated from the following file: