OGRE-Next  3.0.0
Object-Oriented Graphics Rendering Engine
Ogre::GLES2DepthTextureTarget Class Reference

#include <OgreGLES2DepthTexture.h>

+ Inheritance diagram for Ogre::GLES2DepthTextureTarget:

Public Member Functions

 GLES2DepthTextureTarget (GLES2DepthTexture *ultimateTextureOwner, const String &name, v1::HardwarePixelBuffer *buffer, uint32 zoffset)
 
virtual ~GLES2DepthTextureTarget ()
 
virtual bool attachDepthBuffer (DepthBuffer *depthBuffer, bool exactFormatMatch)
 Notifies the ultimate texture owner the buffer changed. More...
 
virtual void detachDepthBuffer ()
 
void getCustomAttribute (const String &name, void *pData)
 
virtual bool getForceDisableColourWrites () const
 
virtual void getFormatsForPso (PixelFormat outFormats[OGRE_MAX_MULTIPLE_RENDER_TARGETS], bool outHwGamma[OGRE_MAX_MULTIPLE_RENDER_TARGETS]) const
 
virtual bool requiresTextureFlipping () const
 
virtual void setDepthBufferPool (uint16 poolId)
 
virtual void setFsaaResolved ()
 
virtual void setFsaaResolveDirty ()
 Depth buffers never resolve; only colour buffers do. More...
 

Constructor & Destructor Documentation

◆ GLES2DepthTextureTarget()

Ogre::GLES2DepthTextureTarget::GLES2DepthTextureTarget ( GLES2DepthTexture ultimateTextureOwner,
const String name,
v1::HardwarePixelBuffer *  buffer,
uint32  zoffset 
)

◆ ~GLES2DepthTextureTarget()

virtual Ogre::GLES2DepthTextureTarget::~GLES2DepthTextureTarget ( )
virtual

Member Function Documentation

◆ attachDepthBuffer()

virtual bool Ogre::GLES2DepthTextureTarget::attachDepthBuffer ( DepthBuffer depthBuffer,
bool  exactFormatMatch 
)
virtual

Notifies the ultimate texture owner the buffer changed.

◆ detachDepthBuffer()

virtual void Ogre::GLES2DepthTextureTarget::detachDepthBuffer ( )
virtual

◆ getCustomAttribute()

void Ogre::GLES2DepthTextureTarget::getCustomAttribute ( const String name,
void *  pData 
)

◆ getForceDisableColourWrites()

virtual bool Ogre::GLES2DepthTextureTarget::getForceDisableColourWrites ( ) const
inlinevirtual

◆ getFormatsForPso()

virtual void Ogre::GLES2DepthTextureTarget::getFormatsForPso ( PixelFormat  outFormats[OGRE_MAX_MULTIPLE_RENDER_TARGETS],
bool  outHwGamma[OGRE_MAX_MULTIPLE_RENDER_TARGETS] 
) const
virtual

◆ requiresTextureFlipping()

virtual bool Ogre::GLES2DepthTextureTarget::requiresTextureFlipping ( ) const
inlinevirtual

◆ setDepthBufferPool()

virtual void Ogre::GLES2DepthTextureTarget::setDepthBufferPool ( uint16  poolId)
virtual

◆ setFsaaResolved()

virtual void Ogre::GLES2DepthTextureTarget::setFsaaResolved ( )
inlinevirtual

◆ setFsaaResolveDirty()

virtual void Ogre::GLES2DepthTextureTarget::setFsaaResolveDirty ( )
inlinevirtual

Depth buffers never resolve; only colour buffers do.

(we need mFsaaResolveDirty to be always true so that the proper path is taken in GLES2Texture::getGLID)


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