#include <OgreGLDepthBuffer.h>
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| GLDepthBuffer (uint16 poolId, GLRenderSystem *renderSystem, GLContext *creatorContext, GLRenderBuffer *depth, GLRenderBuffer *stencil, uint32 width, uint32 height, uint32 fsaa, bool isManual) |
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| GLDepthBufferCommon (uint16 poolId, GLRenderSystemCommon *renderSystem, GLContext *creatorContext, GLHardwarePixelBufferCommon *depth, GLHardwarePixelBufferCommon *stencil, uint32 width, uint32 height, uint32 fsaa, bool isManual) |
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virtual | ~GLDepthBufferCommon () |
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GLHardwarePixelBufferCommon * | getDepthBuffer () const |
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GLContext * | getGLContext () const |
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GLHardwarePixelBufferCommon * | getStencilBuffer () const |
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bool | isCompatible (RenderTarget *renderTarget) const override |
| Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More...
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| DepthBuffer (uint16 poolId, uint16 bitDepth, uint32 width, uint32 height, uint32 fsaa, const String &fsaaHint, bool manual) |
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virtual | ~DepthBuffer () |
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virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) |
| Called when a RenderTarget is attaches this DepthBuffer. More...
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virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) |
| Called when a RenderTarget is detaches from this DepthBuffer. More...
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void | _setPoolId (uint16 poolId) |
| Sets the pool id in which this DepthBuffer lives. More...
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virtual uint16 | getBitDepth () const |
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uint32 | getFSAA () const |
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uint32 | getFsaa () const |
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const String & | getFSAAHint () const |
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const String & | getFsaaHint () const |
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virtual uint32 | getHeight () const |
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virtual uint16 | getPoolId () const |
| Gets the pool id in which this DepthBuffer lives. More...
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virtual uint32 | getWidth () const |
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bool | isManual () const |
| Manual DepthBuffers are cleared in RenderSystem's destructor. More...
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◆ GLDepthBuffer()
The documentation for this class was generated from the following file: