OGRE-Next  2.3
Object-Oriented Graphics Rendering Engine
Ogre::RenderTargetViewDef Struct Reference

#include <OgreTextureDefinition.h>

Public Member Functions

 RenderTargetViewDef ()
 
bool isRuntimeAnalyzed () const
 
void setForTextureDefinition (const String &texName, TextureDefinitionBase::TextureDefinition *texDef)
 Convenience routine to setup an RTV that renders directly to a texture defined by the provided TextureDefinition; which is the most common case. More...
 
void setRuntimeAnalyzed (IdString texName)
 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. More...
 

Public Attributes

RenderTargetViewEntryVec colourAttachments
 
RenderTargetViewEntry depthAttachment
 
PixelFormatGpu depthBufferFormat
 
uint16 depthBufferId
 Depth Buffer's pool ID. More...
 
bool depthReadOnly
 
bool preferDepthTexture
 Whether this RTV should be attached to a depth texture (i.e. More...
 
RenderTargetViewEntry stencilAttachment
 
bool stencilReadOnly
 

Constructor & Destructor Documentation

◆ RenderTargetViewDef()

Ogre::RenderTargetViewDef::RenderTargetViewDef ( )
inline

Member Function Documentation

◆ isRuntimeAnalyzed()

bool Ogre::RenderTargetViewDef::isRuntimeAnalyzed ( ) const
inline

◆ setForTextureDefinition()

void Ogre::RenderTargetViewDef::setForTextureDefinition ( const String texName,
TextureDefinitionBase::TextureDefinition texDef 
)

Convenience routine to setup an RTV that renders directly to a texture defined by the provided TextureDefinition; which is the most common case.

Parameters
texName
texDef

◆ setRuntimeAnalyzed()

void Ogre::RenderTargetViewDef::setRuntimeAnalyzed ( IdString  texName)

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.

Remarks
Cannot be used for MRT.
Parameters
texName

Member Data Documentation

◆ colourAttachments

RenderTargetViewEntryVec Ogre::RenderTargetViewDef::colourAttachments

◆ depthAttachment

RenderTargetViewEntry Ogre::RenderTargetViewDef::depthAttachment

◆ depthBufferFormat

PixelFormatGpu Ogre::RenderTargetViewDef::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).

Remarks
On older GPUs, preferring depth textures may result in certain depth precisions to not be available (or use integer precision instead of floating point, etc).
Ignored if depthAttachment.texture or stencilAttachment.texture are explicitly set.

◆ stencilAttachment

RenderTargetViewEntry Ogre::RenderTargetViewDef::stencilAttachment

◆ stencilReadOnly

bool Ogre::RenderTargetViewDef::stencilReadOnly

The documentation for this struct was generated from the following file: