#include <OgreTextureDefinition.h>
◆ RenderTargetViewDef()
  
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          | Ogre::RenderTargetViewDef::RenderTargetViewDef | ( |  | ) |  |  | inline | 
 
 
◆ isRuntimeAnalyzed()
  
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          | bool Ogre::RenderTargetViewDef::isRuntimeAnalyzed | ( |  | ) | const |  | 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
- 
  
  
 
 
◆ 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. 
- Parameters
- 
  
  
 
 
◆ 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: