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OGRE-Next 4.0.0unstable
Object-Oriented Graphics Rendering Engine
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Classes | |
| struct | Ogre::ActiveActorData |
| struct | Ogre::ArrayActorPlane |
| Actors are defined by a plane and a rectangle that limits that plane. More... | |
| class | Ogre::AtmosphereNpr |
| Non-physically-based-render (NPR) Atmosphere solution. More... | |
| struct | Ogre::ComputeProperty |
| class | Ogre::HlmsBufferManager |
| Managing constant and texture buffers for sending shader parameters is a very similar process to most Hlms implementations using them. More... | |
| class | Ogre::HlmsCompute |
| HLMS implementation that handles compute shaders. More... | |
| class | Ogre::HlmsComputeJob |
| class | Ogre::HlmsJsonPbs |
| class | Ogre::HlmsJsonUnlit |
| class | Ogre::HlmsLowLevel |
| This is an HLMS implementation that acts as proxy to use the Material system from Ogre 1.9 The older material system is data-driven (thanks to AutoParamDataSource) compared to HLMS where the user needs to write its own implementation in C++ (or modify an exisiting one). More... | |
| class | Ogre::HlmsLowLevelDatablock |
| Contains information needed by the UI (2D) for OpenGL ES 2.0. More... | |
| class | Ogre::HlmsPbs |
| Physically based shading implementation specfically designed for OpenGL 3+, D3D11 and other RenderSystems which support uniform buffers. More... | |
| class | Ogre::HlmsUnlit |
| Implementation without lighting or skeletal animation specfically designed for OpenGL 3+, D3D11 and other RenderSystems which support uniform buffers. More... | |
| class | Ogre::InstantRadiosity |
| class | Ogre::IrradianceVolume |
| struct | Ogre::LowLevelProp |
| struct | Ogre::PbsProperty |
| class | Ogre::PlanarReflectionActor |
| class | Ogre::PlanarReflections |
| Planar Reflections can be used with both Unlit and PBS, but they're setup differently. More... | |
| class | Ogre::ShaderParams |
| The purpose of this class is to contain a set of both auto and manual parameters that may apply to multiple shaders; without having the shader to be created first (the drawback of GpuProgramParameters). More... | |