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