OGRE  1.12.13
Object-Oriented Graphics Rendering Engine
Ogre Namespace Reference

Namespaces

 GLSL
 
 GLSLES
 
 OverlayElementCommands
 
 RTShader
 
 Volume
 

Classes

class  AbsolutePixelCountLodStrategy
 
class  AbstractNode
 
class  Affine3
 Transform specialization for 3D Affine - encapsulating a 3x4 Matrix. More...
 
struct  AlignedAllocator
 STL compatible wrapper for AlignedMemory. More...
 
class  AlignedMemory
 Class to provide aligned memory allocate functionality. More...
 
class  Angle
 Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More...
 
class  AnimableObject
 Defines an interface to classes which have one or more AnimableValue instances to expose. More...
 
class  AnimableValue
 Defines an object property which is animable, i.e. More...
 
class  Animation
 An animation sequence. More...
 
class  AnimationContainer
 An animation container interface, which allows generic access to sibling animations. More...
 
class  AnimationControllerFunction
 Predefined controller function for dealing with animation. More...
 
class  AnimationState
 Represents the state of an animation and the weight of its influence. More...
 
class  AnimationStateControllerValue
 ControllerValue wrapper class for AnimationState. More...
 
class  AnimationStateSet
 Class encapsulating a set of AnimationState objects. More...
 
class  AnimationTrack
 A 'track' in an animation sequence, i.e. More...
 
class  AntiPortal
 AntiPortal datastructure for occlusion culling. More...
 
class  AntiPortalFactory
 Factory object for creating AntiPortal instances. More...
 
class  Any
 Variant type that can hold Any other type. More...
 
class  AnyNumeric
 Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / . More...
 
class  APKFileSystemArchiveFactory
 
class  Archive
 Archive-handling class. More...
 
class  ArchiveFactory
 Abstract factory class, archive codec plugins can register concrete subclasses of this. More...
 
class  ArchiveManager
 This class manages the available ArchiveFactory plugins. More...
 
class  AreaEmitter
 Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be). More...
 
class  AssimpLoader
 
class  AssimpPlugin
 
class  ASTCCodec
 Codec specialized in loading ASTC (ARM Adaptive Scalable Texture Compression) images. More...
 
class  AtomAbstractNode
 This is an abstract node which cannot be broken down further. More...
 
class  AutoParamDataSource
 This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters. More...
 
class  AxisAlignedBox
 A 3D box aligned with the x/y/z axes. More...
 
class  AxisAlignedBoxSceneQuery
 Specialises the SceneQuery class for querying within an axis aligned box. More...
 
struct  BackgroundProcessResult
 Encapsulates the result of a background queue request. More...
 
class  BaseInstanceBatchVTF
 Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) This implementation has the following advantages: Supports huge amount of instances per batch Supports skinning even with huge ammounts of instances per batch Doesn't need shader constants registers. More...
 
class  Billboard
 A billboard is a primitive which always faces the camera in every frame. More...
 
class  BillboardChain
 Allows the rendering of a chain of connected billboards. More...
 
class  BillboardChainFactory
 Factory object for creating BillboardChain instances. More...
 
class  BillboardParticleRenderer
 Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
 
class  BillboardParticleRendererFactory
 Factory class for BillboardParticleRenderer. More...
 
class  BillboardSet
 A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
 
class  BillboardSetFactory
 Factory object for creating BillboardSet instances. More...
 
class  Bitwise
 Class for manipulating bit patterns. More...
 
class  Bone
 A bone in a skeleton. More...
 
class  BorderPanelOverlayElement
 A specialisation of the PanelOverlayElement to provide a panel with a border. More...
 
class  BorderPanelOverlayElementFactory
 Factory for creating BorderPanelOverlayElement instances. More...
 
class  BorderRenderable
 Class for rendering the border of a BorderPanelOverlayElement. More...
 
struct  Box
 Structure used to define a box in a 3-D integer space. More...
 
class  BoxEmitter
 This emitter emits particles from a random location within a 3-dimensional box. More...
 
class  BoxEmitterFactory
 Factory class for particle emitter of type "Box". More...
 
class  BspIntersectionSceneQuery
 BSP specialisation of IntersectionSceneQuery. More...
 
class  BspLevel
 Holds all the data associated with a Binary Space Parition (BSP) based indoor level. More...
 
class  BspNode
 Encapsulates a node in a BSP tree. More...
 
class  BspRaySceneQuery
 BSP specialisation of RaySceneQuery. More...
 
class  BspSceneLoader
 Manages the locating and loading of BSP-based indoor levels. More...
 
class  BspSceneManager
 Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More...
 
class  BspSceneManagerFactory
 Factory for BspSceneManager. More...
 
class  BspSceneManagerPlugin
 Plugin instance for BSPSceneManager. More...
 
class  BspSceneNode
 Specialisation of SceneNode for the BspSceneManager. More...
 
class  Camera
 A viewpoint from which the scene will be rendered. More...
 
class  Capsule
 3D Line-Swept-Sphere class for intersection testing in Ogre3D Some algorithms based off code from the Wild Magic library by Dave Eberly More...
 
class  CgFxScriptLoader
 Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
 
class  CgPlugin
 Plugin instance for Cg Program Manager. More...
 
class  CgProgram
 Specialisation of HighLevelGpuProgram to provide support for nVidia's CG language. More...
 
class  CgProgramFactory
 Factory class for Cg programs. More...
 
class  Codec
 Abstract class that defines a 'codec'. More...
 
struct  ColourBlendState
 Describes the global blending factors for combining subsequent renders with the existing frame contents. More...
 
class  ColourFaderAffector
 This affector modifies the colour of particles in flight. More...
 
class  ColourFaderAffector2
 
class  ColourFaderAffectorFactory
 Factory class for ColourFaderAffector. More...
 
class  ColourFaderAffectorFactory2
 Factory class for ColourFaderAffector. More...
 
class  ColourImageAffector
 
class  ColourImageAffectorFactory
 Factory class for ColourImageAffector. More...
 
class  ColourInterpolatorAffector
 
class  ColourInterpolatorAffectorFactory
 Factory class for ColourInterpolatorAffector. More...
 
class  ColourValue
 Class representing colour. More...
 
class  CompositionPass
 Object representing one pass or operation in a composition sequence. More...
 
class  CompositionTargetPass
 Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework. More...
 
class  CompositionTechnique
 Base composition technique, can be subclassed in plugins. More...
 
class  Compositor
 Class representing a Compositor object. More...
 
class  CompositorChain
 Chain of compositor effects applying to one viewport. More...
 
class  CompositorInstance
 An instance of a Compositor object for one Viewport. More...
 
class  CompositorLogic
 Interface for compositor logics, which can be automatically binded to compositors, allowing per-compositor logic (such as attaching a relevant listener) to happen automatically. More...
 
class  CompositorManager
 Class for managing Compositor settings for Ogre. More...
 
class  ComPtr
 
struct  ConcreteNode
 
class  ConfigDialog
 Defines the behaviour of an automatic renderer configuration dialog. More...
 
class  ConfigFile
 Class for quickly loading settings from a text file. More...
 
struct  ConfigOption
 Packages the details of a configuration option. More...
 
class  ConstMapIterator
 Concrete IteratorWrapper for const access to the underlying key-value container. More...
 
class  ConstVectorIterator
 Concrete IteratorWrapper for const access to the underlying container. More...
 
class  Controller
 Instances of this class 'control' the value of another object in the system. More...
 
class  ControllerFunction
 Subclasses of this class are responsible for performing a function on an input value for a Controller. More...
 
class  ControllerManager
 Class for managing Controller instances. More...
 
class  ControllerValue
 Can either be used as an input or output value. More...
 
class  ConvexBody
 Holds a solid representation of a convex body. More...
 
class  CPreprocessor
 This is a simplistic C/C++-like preprocessor. More...
 
class  CreateCompositorScriptCompilerEvent
 
class  CreateGpuProgramScriptCompilerEvent
 
class  CreateGpuSharedParametersScriptCompilerEvent
 
class  CreateHighLevelGpuProgramScriptCompilerEvent
 
class  CreateMaterialScriptCompilerEvent
 
class  CreateParticleSystemScriptCompilerEvent
 
class  CustomCompositionPass
 Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
 
class  CylinderEmitter
 This emitter emits particles in a random direction from within a cylinder area, where the cylinder is oriented along the Z-axis. More...
 
class  CylinderEmitterFactory
 Factory class for particle emitter of type "Cylinder". More...
 
class  D3D11DepthBuffer
 
class  D3D11Device
 
class  D3D11DeviceResource
 Represents a Direct3D rendering resource. More...
 
class  D3D11DeviceResourceManager
 Singleton that is used to propagate device state changed notifications. More...
 
class  D3D11Driver
 
class  D3D11DriverList
 
class  D3D11HardwareBuffer
 Base implementation of a D3D11 buffer, dealing with all the common aspects. More...
 
class  D3D11HardwareBufferManager
 Implementation of HardwareBufferManager for D3D11. More...
 
class  D3D11HardwareOcclusionQuery
 This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
 
class  D3D11HardwarePixelBuffer
 
class  D3D11HLSLProgram
 Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL). More...
 
class  D3D11HLSLProgramFactory
 Factory class for D3D11 HLSL programs. More...
 
class  D3D11Mappings
 
class  D3D11MultiRenderTarget
 
class  D3D11Plugin
 Plugin instance for D3D11 Manager. More...
 
class  D3D11RenderingAPIException
 
class  D3D11RenderSystem
 Implementation of DirectX11 as a rendering system. More...
 
class  D3D11RenderTarget
 
class  D3D11RenderTexture
 RenderTexture implementation for D3D11. More...
 
class  D3D11RenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  D3D11RenderWindowBase
 
class  D3D11RenderWindowSwapChainBased
 
class  D3D11Sampler
 
class  D3D11StereoDriverAMD
 Virtual interface of the stereo driver. More...
 
class  D3D11StereoDriverBridge
 Bridge interface from the render system to the stereo driver. More...
 
class  D3D11StereoDriverImpl
 Virtual interface of the stereo driver. More...
 
class  D3D11StereoDriverNVIDIA
 Interface of the NVIDIA stereo driver. More...
 
class  D3D11Texture
 Specialisation of Texture for D3D11. More...
 
class  D3D11TextureManager
 
class  D3D11VertexDeclaration
 Specialisation of VertexDeclaration for D3D11. More...
 
class  D3D11VideoMode
 
class  D3D11VideoModeList
 
class  D3D9DepthBuffer
 
class  D3D9Device
 High level interface of Direct3D9 Device. More...
 
class  D3D9DeviceManager
 Device manager interface. More...
 
class  D3D9Driver
 
class  D3D9DriverList
 
class  D3D9GpuFragmentProgram
 Direct3D implementation of low-level fragment programs. More...
 
class  D3D9GpuProgram
 Direct3D implementation of a few things common to low-level vertex & fragment programs. More...
 
class  D3D9GpuProgramManager
 
class  D3D9GpuVertexProgram
 Direct3D implementation of low-level vertex programs. More...
 
class  D3D9HardwareBuffer
 Specialisation of HardwareVertexBuffer for D3D9. More...
 
class  D3D9HardwareBufferManager
 Implementation of HardwareBufferManager for D3D9. More...
 
class  D3D9HardwareOcclusionQuery
 This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
 
class  D3D9HardwarePixelBuffer
 
class  D3D9HLSLProgram
 Specialisation of HighLevelGpuProgram to provide support for D3D9 High-Level Shader Language (HLSL). More...
 
class  D3D9HLSLProgramFactory
 Factory class for D3D9 HLSL programs. More...
 
class  D3D9Mappings
 
class  D3D9MultiRenderTarget
 
class  D3D9Plugin
 Plugin instance for D3D9 Manager. More...
 
class  D3D9RenderSystem
 Implementation of DirectX9 as a rendering system. More...
 
class  D3D9RenderTexture
 RenderTexture implementation for D3D9. More...
 
class  D3D9RenderWindow
 
class  D3D9Resource
 Represents a Direct3D rendering resource. More...
 
class  D3D9ResourceManager
 
class  D3D9StereoDriverAMD
 Virtual interface of the stereo driver. More...
 
class  D3D9StereoDriverBridge
 Bridge interface from the render system to the stereo driver. More...
 
class  D3D9StereoDriverImpl
 Virtual interface of the stereo driver. More...
 
class  D3D9StereoDriverNVIDIA
 Interface of the NVIDIA stereo driver. More...
 
class  D3D9Texture
 
class  D3D9TextureManager
 
class  D3D9VertexDeclaration
 Specialisation of VertexDeclaration for D3D9. More...
 
class  D3D9VideoMode
 
class  D3D9VideoModeList
 
class  DataStream
 General purpose class used for encapsulating the reading and writing of data. More...
 
class  DDSCodec
 Codec specialized in loading DDS (Direct Draw Surface) images. More...
 
class  DebugDrawer
 Interface for visualising debugging the SceneManager state. More...
 
class  DefaultAxisAlignedBoxSceneQuery
 Default implementation of AxisAlignedBoxSceneQuery. More...
 
class  DefaultDebugDrawer
 
class  DefaultHardwareBuffer
 Specialisation of HardwareBuffer for emulation. More...
 
class  DefaultHardwareBufferManager
 DefaultHardwareBufferManager as a Singleton. More...
 
class  DefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManagerBase to emulate hardware buffers. More...
 
class  DefaultHardwareIndexBuffer
 
class  DefaultHardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for emulation. More...
 
class  DefaultHardwareVertexBuffer
 
class  DefaultIntersectionSceneQuery
 Default implementation of IntersectionSceneQuery. More...
 
class  DefaultPlaneBoundedVolumeListSceneQuery
 Default implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  DefaultProperties
 
class  DefaultRaySceneQuery
 Default implementation of RaySceneQuery. More...
 
class  DefaultSceneManager
 Default scene manager. More...
 
class  DefaultSceneManagerFactory
 Factory for default scene manager. More...
 
class  DefaultShadowCameraSetup
 Implements default shadow camera setup. More...
 
class  DefaultSphereSceneQuery
 Default implementation of SphereSceneQuery. More...
 
class  DefaultTextureManager
 Specialisation of TextureManager for offline processing. Cannot be used with an active RenderSystem. More...
 
class  DefaultWorkQueueBase
 Base for a general purpose request / response style background work queue. More...
 
class  DefaultZone
 
class  DefaultZoneFactory
 
class  DeflateStream
 Stream which compresses / uncompresses data using the 'deflate' compression algorithm. More...
 
class  DeflectorPlaneAffector
 This affector defines a plane which deflects particles which collide with it. More...
 
class  DeflectorPlaneAffectorFactory
 Factory class for DeflectorPlaneAffector. More...
 
class  Degree
 Wrapper class which indicates a given angle value is in Degrees. More...
 
class  DepthBuffer
 An abstract class that contains a depth/stencil buffer. More...
 
struct  deque
 
class  DirectionRandomiserAffector
 This affector applies randomness to the movement of the particles. More...
 
class  DirectionRandomiserAffectorFactory
 Factory class for DirectionRandomiserAffector. More...
 
class  DistanceLodBoxStrategy
 Level of detail strategy based on distance from camera to an object's bounding box. More...
 
class  DistanceLodSphereStrategy
 Level of detail strategy based on distance from camera to an object's bounding sphere. More...
 
class  DistanceLodStrategyBase
 Level of detail strategy based on distance from camera. More...
 
class  DotSceneLoader
 
class  DotScenePlugin
 
struct  DriverVersion
 DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver. More...
 
class  DualQuaternion
 Implementation of a dual quaternion, i.e. More...
 
class  DynLib
 Resource holding data about a dynamic library. More...
 
class  DynLibManager
 Manager for Dynamic-loading Libraries. More...
 
class  EdgeData
 This class contains the information required to describe the edge connectivity of a given set of vertices and indexes. More...
 
class  EdgeListBuilder
 General utility class for building edge lists for geometry. More...
 
struct  ElementTranslator
 [font_translator] More...
 
class  EllipsoidEmitter
 Particle emitter which emits particles randomly from points inside an ellipsoid. More...
 
class  EllipsoidEmitterFactory
 Factory class for particle emitter of type "Ellipsoid". More...
 
class  EmbeddedZipArchiveFactory
 Specialisation of ZipArchiveFactory for embedded Zip files. More...
 
class  Entity
 Defines an instance of a discrete, movable object based on a Mesh. More...
 
class  EntityFactory
 Factory object for creating Entity instances. More...
 
struct  EntityMaterialLodChangedEvent
 Struct containing information about a material LOD change event for entities. More...
 
struct  EntityMeshLodChangedEvent
 Struct containing information about a mesh LOD change event for entities. More...
 
class  ETCCodec
 Codec specialized in loading ETC (Ericsson Texture Compression) images. More...
 
class  Exception
 When thrown, provides information about an error that has occurred inside the engine. More...
 
class  ExceptionFactory
 Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More...
 
class  EXRCodec
 
class  ExternalTextureSource
 IMPORTANT: Plugins must override default dictionary name! Base class that texture plugins derive from. More...
 
class  ExternalTextureSourceManager
 Singleton Class which handles the registering and control of texture plugins. More...
 
class  FactoryObj
 Abstract factory class. More...
 
class  FileHandleDataStream
 Common subclass of DataStream for handling data from C-style file handles. More...
 
struct  FileInfo
 Information about a file/directory within the archive will be returned using a FileInfo struct. More...
 
class  FileNotFoundException
 
class  FileStreamDataStream
 Common subclass of DataStream for handling data from std::basic_istream. More...
 
class  FileSystemArchiveFactory
 Specialisation of the ArchiveFactory to allow reading of files from filesystem folders / directories. More...
 
class  FileSystemLayer
 Provides methods to find out where the Ogre config files are stored and where logs and settings files should be written to. More...
 
class  FloatGpuParameterControllerValue
 Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program. More...
 
class  FocusedShadowCameraSetup
 Implements the uniform shadow mapping algorithm in focused mode. More...
 
class  Font
 Class representing a font in the system. More...
 
class  FontManager
 Manages Font resources, parsing .fontdef files and generally organising them. More...
 
struct  FontTranslator
 [font_translator] More...
 
struct  FrameEvent
 Struct containing information about a frame event. More...
 
class  FrameListener
 A interface class defining a listener which can be used to receive notifications of frame events. More...
 
class  FrameTimeControllerValue
 Predefined controller value for getting the latest frame time. More...
 
class  FreeImageCodec
 
class  FreeImagePlugin
 
class  Frustum
 A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. More...
 
class  GL3PlusDepthBuffer
 
class  GL3PlusFBOManager
 Factory for GL Frame Buffer Objects, and related things. More...
 
class  GL3PlusFBOMultiRenderTarget
 MultiRenderTarget for OpenGL. More...
 
class  GL3PlusFBORenderTexture
 RenderTexture for GL FBO. More...
 
class  GL3PlusFrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GL3PlusHardwareBuffer
 
class  GL3PlusHardwareBufferManager
 Implementation of HardwareBufferManager for OpenGL. More...
 
class  GL3PlusHardwareOcclusionQuery
 This is a class that is the base class of the query class for hardware occlusion. More...
 
class  GL3PlusHardwarePixelBuffer
 
class  GL3PlusPixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GL3PlusPlugin
 Plugin instance for GL3Plus Manager. More...
 
class  GL3PlusRenderBuffer
 Renderbuffer surface. More...
 
class  GL3PlusRenderSystem
 Implementation of GL 3 as a rendering system. More...
 
class  GL3PlusRenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  GL3PlusSampler
 
class  GL3PlusStateCacheManager
 
class  GL3PlusTexture
 
class  GL3PlusTextureBuffer
 Texture surface. More...
 
class  GL3PlusTextureManager
 GL3Plus-specific implementation of a TextureManager. More...
 
class  GLArbGpuProgram
 Specialisation of the GL low-level program for ARB programs. More...
 
struct  GLAtomicCounterReference
 Structure used to keep track of named atomic counter uniforms in the linked program object. More...
 
class  GLContext
 Class that encapsulates an GL context. More...
 
class  GLCopyingRenderTexture
 
class  GLCopyingRTTManager
 Simple, copying manager/factory for RenderTextures. More...
 
class  GLDepthBuffer
 
class  GLDepthBufferCommon
 OpenGL supports 3 different methods: FBO, pbuffer & Copy. More...
 
class  GLES2DepthBuffer
 
class  GLES2FBOManager
 Factory for GL ES 2 Frame Buffer Objects, and related things. More...
 
class  GLES2FBOMultiRenderTarget
 MultiRenderTarget for GL ES 2.x. More...
 
class  GLES2FBORenderTexture
 RenderTexture for GL ES 2 FBO. More...
 
class  GLES2FrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GLES2HardwareBuffer
 
class  GLES2HardwareBufferManager
 Implementation of HardwareBufferManager for OpenGL ES. More...
 
class  GLES2HardwareOcclusionQuery
 
class  GLES2HardwarePixelBuffer
 
class  GLES2ManagedResource
 Represents a GLES2 rendering resource. More...
 
class  GLES2ManagedResourceManager
 
class  GLES2PixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GLES2Plugin
 Plugin instance for GL ES 2 Manager. More...
 
class  GLES2RenderBuffer
 Renderbuffer surface. More...
 
class  GLES2RenderSystem
 Implementation of GL ES 2.x as a rendering system. More...
 
class  GLES2RenderToVertexBuffer
 
class  GLES2StateCacheManager
 
class  GLES2Texture
 
class  GLES2TextureBuffer
 Texture surface. More...
 
class  GLES2TextureManager
 GL ES-specific implementation of a TextureManager. More...
 
class  GLFBOManager
 Factory for GL Frame Buffer Objects, and related things. More...
 
class  GLFBOMultiRenderTarget
 MultiRenderTarget for GL. More...
 
class  GLFBORenderTexture
 RenderTexture for GL FBO. More...
 
class  GLFrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GLFrameBufferObjectCommon
 Frame Buffer Object abstraction. More...
 
class  GLGpuNvparseProgram
 
class  GLGpuProgram
 Generalised low-level GL program, can be applied to multiple types (eg ARB and NV) More...
 
struct  GLGpuProgramBase
 
class  GLGpuProgramManager
 
class  GLHardwareBufferManager
 Implementation of HardwareBufferManager for OpenGL. More...
 
class  GLHardwareOcclusionQuery
 This is a class that is the base class of the query class for hardware occlusion. More...
 
class  GLHardwarePixelBuffer
 
class  GLHardwarePixelBufferCommon
 
class  GLHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for OpenGL. More...
 
class  GLNativeSupport
 
class  GLPBRenderTexture
 
class  GLPBRTTManager
 Manager for rendertextures and PBuffers (offscreen rendering contexts) More...
 
class  GLPBuffer
 An off-screen rendering context. More...
 
class  GLPixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GLPlugin
 Plugin instance for GL Manager. More...
 
class  GLRenderBuffer
 Renderbuffer surface. More...
 
class  GLRenderSystem
 Implementation of GL as a rendering system. More...
 
class  GLRenderSystemCommon
 
class  GLRenderTarget
 
class  GLRenderTexture
 Base class for GL Render Textures. More...
 
class  GLRenderToVertexBuffer
 
class  GLRTTManager
 Manager/factory for RenderTextures. More...
 
class  GLSLESCgProgram
 Specialisation of HighLevelGpuProgram to provide support for CG. More...
 
class  GLSLESCgProgramFactory
 Factory class for GLSL ES programs. More...
 
class  GLSLESLinkProgram
 C++ encapsulation of GLSL ES Program Object. More...
 
class  GLSLESProgram
 
class  GLSLESProgramCommon
 C++ encapsulation of GLSL ES Program Object. More...
 
class  GLSLESProgramFactory
 Factory class for GLSL ES programs. More...
 
class  GLSLESProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLESProgramPipeline
 Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
 
class  GLSLMonolithicProgram
 Model of OpenGL program object created using the glLinkProgram method of linking. More...
 
class  GLSLProgram
 C++ encapsulation of GLSL program object. More...
 
class  GLSLProgramCommon
 
class  GLSLProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLProgramManagerCommon
 Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state. More...
 
class  GLSLSeparableProgram
 Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline. More...
 
class  GLSLShader
 
class  GLSLShaderCommon
 Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL). More...
 
class  GLSLShaderFactory
 Factory class for GLSL shaders. More...
 
class  GLStateCacheManager
 
class  GLStateCacheManagerCommon
 An in memory cache of the OpenGL state. More...
 
struct  GLSurfaceDesc
 GL surface descriptor. More...
 
class  GLTexture
 
class  GLTextureBuffer
 Texture surface. More...
 
class  GLTextureCommon
 
class  GLTextureManager
 GL-specific implementation of a TextureManager. More...
 
class  GLUniformCache
 An in memory cache of the OpenGL uniforms. More...
 
struct  GLUniformReference
 Structure used to keep track of named uniforms in the linked program object. More...
 
class  GLVertexArrayObject
 Specialisation of VertexDeclaration for OpenGL Vertex Array Object usage. More...
 
class  GLWindow
 
struct  GpuConstantDefinition
 Information about predefined program constants. More...
 
struct  GpuLogicalBufferStruct
 Container struct to allow params to safely & update shared list of logical buffer assignments. More...
 
struct  GpuLogicalIndexUse
 Structure recording the use of a physical buffer by a logical parameter index. More...
 
struct  GpuNamedConstants
 Struct collecting together the information for named constants. More...
 
class  GpuNamedConstantsSerializer
 Simple class for loading / saving GpuNamedConstants. More...
 
class  GpuProgram
 Defines a program which runs on the GPU such as a vertex or fragment program. More...
 
class  GpuProgramManager
 
class  GpuProgramParameters
 Collects together the program parameters used for a GpuProgram. More...
 
class  GpuProgramUsage
 This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit. More...
 
class  GpuSharedParameters
 A group of manually updated parameters that are shared between many parameter sets. More...
 
class  GpuSharedParametersUsage
 This class records the usage of a set of shared parameters in a concrete set of GpuProgramParameters. More...
 
class  Grid2DPageStrategy
 Page strategy which loads new pages based on a regular 2D grid. More...
 
class  Grid2DPageStrategyData
 Specialisation of PageStrategyData for Grid2DPageStrategy. More...
 
class  Grid3DPageStrategy
 Page strategy which loads new pages based on a regular 3D grid. More...
 
class  Grid3DPageStrategyData
 Specialisation of PageStrategyData for Grid3DPageStrategy. More...
 
class  HardwareBuffer
 Abstract class defining common features of hardware buffers. More...
 
class  HardwareBufferLicensee
 Abstract interface representing a 'licensee' of a hardware buffer copy. More...
 
struct  HardwareBufferLockGuard
 Locking helper. More...
 
class  HardwareBufferManager
 Singleton wrapper for hardware buffer manager. More...
 
class  HardwareBufferManagerBase
 Base definition of a hardware buffer manager. More...
 
class  HardwareIndexBuffer
 Specialisation of HardwareBuffer for vertex index buffers, still abstract. More...
 
class  HardwareOcclusionQuery
 This is a abstract class that that provides the interface for the query class for hardware occlusion. More...
 
class  HardwarePixelBuffer
 Specialisation of HardwareBuffer for a pixel buffer. More...
 
class  HardwareUniformBuffer
 Specialisation of HardwareBuffer for a uniform buffer. More...
 
class  HardwareVertexBuffer
 Specialisation of HardwareBuffer for a vertex buffer. More...
 
class  HashedVector
 A hashed vector. More...
 
class  HighLevelGpuProgram
 Abstract base class representing a high-level program (a vertex or fragment program). More...
 
class  HighLevelGpuProgramFactory
 Interface definition for factories of HighLevelGpuProgram. More...
 
class  HighLevelGpuProgramManager
 This ResourceManager manages high-level vertex and fragment programs. More...
 
class  HlmsDatablock
 
class  HlmsManager
 
class  HlmsMaterialBase
 
class  HollowEllipsoidEmitter
 Particle emitter which emits particles randomly from points inside a hollow ellipsoid. More...
 
class  HollowEllipsoidEmitterFactory
 Factory class for particle emitter of type "HollowEllipsoid". More...
 
class  Id
 Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() ) More...
 
class  IdObject
 
struct  IdString
 Hashed string. More...
 
struct  IlluminationPass
 Struct recording a pass which can be used for a specific illumination stage. More...
 
class  Image
 Class representing an image file. More...
 
class  ImageCodec
 Codec specialized in images. More...
 
class  ImGuiOverlay
 
class  ImportAbstractNode
 This abstract node represents an import statement. More...
 
class  IndexData
 Summary class collecting together index data source information. More...
 
class  InstanceBatch
 InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived to implement different instancing techniques (. More...
 
class  InstanceBatchHW
 This is technique requires true instancing hardware support. More...
 
class  InstanceBatchHW_VTF
 Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and hardware instancing. More...
 
class  InstanceBatchShader
 This is the same technique the old "InstancedGeometry" implementation used (with improvements). More...
 
class  InstanceBatchVTF
 
class  InstancedEntity
 
class  InstanceManager
 This is the main starting point for the new instancing system. More...
 
class  InternalErrorException
 
class  IntersectionSceneQuery
 Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. More...
 
class  IntersectionSceneQueryListener
 Alternative listener class for dealing with IntersectionSceneQuery. More...
 
struct  IntersectionSceneQueryResult
 Holds the results of an intersection scene query (pair values). More...
 
class  InvalidCallException
 
class  InvalidParametersException
 
class  InvalidStateException
 
class  IOException
 
struct  IShader
 
struct  isPodLike
 
struct  isPodLike< bool >
 
struct  isPodLike< char >
 
struct  isPodLike< double >
 
struct  isPodLike< float >
 
struct  isPodLike< int >
 
struct  isPodLike< long >
 
struct  isPodLike< short >
 
struct  isPodLike< signed char >
 
struct  isPodLike< std::pair< T, U > >
 
struct  isPodLike< T * >
 
struct  isPodLike< unsigned >
 
struct  isPodLike< unsigned char >
 
struct  isPodLike< unsigned long >
 
struct  isPodLike< unsigned short >
 
class  ItemIdentityException
 
class  IteratorWrapper
 Basefunctionality for IteratorWrappers. More...
 
class  KeyFrame
 A key frame in an animation sequence defined by an AnimationTrack. More...
 
class  LayerBlendModeEx
 Class which manages blending of both colour and alpha components. More...
 
class  Light
 Representation of a dynamic light source in the scene. More...
 
class  LightFactory
 Factory object for creating Light instances. More...
 
class  LinearControllerFunction
 Predefined controller function based on linear function interpolation. More...
 
class  LinearForceAffector
 This affector applies a force vector to all particles to modify their trajectory. More...
 
class  LinearForceAffectorFactory
 Factory class for LinearForceAffector. More...
 
struct  LinkedSkeletonAnimationSource
 Link to another skeleton to share animations. More...
 
class  LiSPSMShadowCameraSetup
 Implements the Light Space Perspective Shadow Mapping Algorithm. More...
 
struct  list
 
class  Lod0Stripifier
 
class  LodCollapseCost
 
class  LodCollapseCostCurvature
 
class  LodCollapseCostOutside
 
class  LodCollapseCostProfiler
 
class  LodCollapseCostQuadric
 
class  LodCollapser
 
struct  LodConfig
 
class  LodConfigSerializer
 
struct  LodData
 
struct  LodIndexBuffer
 Thread-safe buffer for storing Hardware index buffer. More...
 
struct  LodInputBuffer
 Data representing all required information from a Mesh. Used by LodInputProviderBuffer. More...
 
class  LodInputProvider
 
class  LodInputProviderBuffer
 
class  LodInputProviderMesh
 
struct  LodLevel
 Structure for automatic Lod configuration. More...
 
class  LodListener
 A interface class defining a listener which can be used to receive notifications of LOD events. More...
 
struct  LodOutputBuffer
 Data representing the output of the Mesh reduction. Used by LodOutputProviderBuffer. More...
 
class  LodOutputProvider
 
class  LodOutputProviderBuffer
 
class  LodOutputProviderCompressedBuffer
 
class  LodOutputProviderCompressedMesh
 
class  LodOutputProviderMesh
 
class  LodOutsideMarker
 This class will mark vertices of a mesh, which are visible from far away (from outside). More...
 
class  LodStrategy
 Strategy for determining level of detail. More...
 
class  LodStrategyManager
 Manager for LOD strategies. More...
 
struct  LodVertexBuffer
 Thread-safe buffer for storing Hardware vertex buffer. More...
 
class  LodWorkQueueInjector
 Injects the output of a request to the mesh in a thread safe way. More...
 
class  LodWorkQueueInjectorListener
 
struct  LodWorkQueueRequest
 
class  LodWorkQueueWorker
 Processes requests. More...
 
class  Log
 Log class for writing debug/log data to files. More...
 
class  LogListener
 
class  LogManager
 The log manager handles the creation and retrieval of logs for the application. More...
 
class  ManualObject
 Class providing a much simplified interface to generating manual objects with custom geometry. More...
 
class  ManualObjectFactory
 Factory object for creating ManualObject instances. More...
 
class  ManualResourceLoader
 Interface describing a manual resource loader. More...
 
struct  map
 
class  MapIterator
 Concrete IteratorWrapper for nonconst access to the underlying key-value container. More...
 
class  MapIteratorWrapper
 Prepared IteratorWrapper for key-value container. More...
 
class  Material
 Class encapsulates rendering properties of an object. More...
 
class  MaterialManager
 Class for managing Material settings for Ogre. More...
 
class  MaterialSerializer
 Class for serializing Materials to a .material script. More...
 
class  Math
 Class to provide access to common mathematical functions. More...
 
class  Matrix3
 A 3x3 matrix which can represent rotations around axes. More...
 
class  Matrix4
 Transform specialization for projective - encapsulating a 4x4 Matrix. More...
 
class  MemoryDataStream
 Common subclass of DataStream for handling data from chunks of memory. More...
 
class  Mesh
 Resource holding data about 3D mesh. More...
 
class  MeshLodGenerator
 
struct  MeshLodUsage
 A way of recording the way each LODs is recorded this Mesh. More...
 
class  MeshManager
 Handles the management of mesh resources. More...
 
class  MeshSerializer
 Class for serialising mesh data to/from an OGRE .mesh file. More...
 
class  MeshSerializerListener
 
class  MetalDepthBuffer
 
class  MetalDepthPixelBuffer
 
class  MetalDepthTexture
 
class  MetalDepthTextureTarget
 
struct  MetalDevice
 
class  MetalDiscardBuffer
 
class  MetalDiscardBufferManager
 Metal doesn't support "DISCARD" like D3D9/D3D11 (and OpenGL but often it's broken) where we requested to map a write-only buffer and the API would discard the previous contents (thus allowing us to avoid a stall until the GPU is done with the region) More...
 
class  MetalHardwareBufferCommon
 Common buffer operations for most v1 buffer interfaces used in Metal This implementation treats: Ignores STATIC and DYNAMIC bit in buffers Lack of WRITE_ONLY and DISCARDABLE buffer puts it in slowest path. More...
 
class  MetalHardwareBufferManager
 Implementation of HardwareBufferManager for Metal. More...
 
class  MetalHardwarePixelBuffer
 
class  MetalMappings
 
class  MetalMultiRenderTarget
 
class  MetalPlugin
 Plugin instance for Metal Manager. More...
 
class  MetalProgram
 Specialisation of HighLevelGpuProgram to provide support for Metal Shader Language. More...
 
class  MetalProgramFactory
 Factory class for Metal programs. More...
 
class  MetalRenderSystem
 Implementation of Metal as a rendering system. More...
 
class  MetalRenderTargetCommon
 
class  MetalRenderTexture
 
class  MetalRenderWindow
 
class  MetalSampler
 
class  MetalStagingBuffer
 A staging buffer is a buffer that resides on the GPU and be written to/from both CPU & GPU However the access in both cases is limited. More...
 
class  MetalTexture
 
class  MetalTextureBuffer
 Texture surface. More...
 
class  MetalTextureManager
 
class  MovableObject
 Abstract class defining a movable object in a scene. More...
 
class  MovableObjectFactory
 Interface definition for a factory class which produces a certain kind of MovableObject, and can be registered with Root in order to allow all clients to produce new instances of this object, integrated with the standard Ogre processing. More...
 
struct  MovableObjectLodChangedEvent
 Struct containing information about a LOD change event for movable objects. More...
 
class  MovablePlane
 Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply. More...
 
struct  multimap
 
class  MultiRenderTarget
 This class represents a render target that renders to multiple RenderTextures at once. More...
 
class  NameGenerator
 Utility class to generate a sequentially numbered series of names. More...
 
class  NoAddRefRelease
 
class  Node
 Class representing a general-purpose node an articulated scene graph. More...
 
class  NodeAnimationTrack
 Specialised AnimationTrack for dealing with node transforms. More...
 
class  NumericAnimationTrack
 Specialised AnimationTrack for dealing with generic animable values. More...
 
class  NumericKeyFrame
 Specialised KeyFrame which stores any numeric value. More...
 
class  NumericSolver
 Provides numeric solvers for Ogre. More...
 
class  ObjectAbstractNode
 This specific abstract node represents a script object. More...
 
class  Octree
 Octree datastructure for managing scene nodes. More...
 
class  OctreeAxisAlignedBoxSceneQuery
 Octree implementation of AxisAlignedBoxSceneQuery. More...
 
class  OctreeCamera
 Specialized viewpoint from which an Octree can be rendered. More...
 
class  OctreeIntersectionSceneQuery
 Octree implementation of IntersectionSceneQuery. More...
 
class  OctreeNode
 Specialized SceneNode that is customized for working within an Octree. More...
 
class  OctreePlaneBoundedVolumeListSceneQuery
 Octree implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  OctreePlugin
 Plugin instance for Octree Manager. More...
 
class  OctreeRaySceneQuery
 Octree implementation of RaySceneQuery. More...
 
class  OctreeSceneManager
 Specialized SceneManager that divides the geometry into an octree in order to facilitate spatial queries. More...
 
class  OctreeSceneManagerFactory
 Factory for OctreeSceneManager. More...
 
class  OctreeSphereSceneQuery
 Octree implementation of SphereSceneQuery. More...
 
class  OctreeZone
 
class  OctreeZoneData
 
class  OctreeZoneFactory
 Factory for OctreeZone. More...
 
class  OctreeZonePlugin
 Plugin instance for OctreeZone. More...
 
class  OptimisedUtil
 Utility class for provides optimised functions. More...
 
class  Overlay
 Represents a layer which is rendered on top of the 'normal' scene contents. More...
 
class  OverlayContainer
 A 2D element which contains other OverlayElement instances. More...
 
class  OverlayElement
 Abstract definition of a 2D element to be displayed in an Overlay. More...
 
class  OverlayElementFactory
 Defines the interface which all components wishing to supply OverlayElement subclasses must implement. More...
 
class  OverlayManager
 Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
 
class  OverlayProfileSessionListener
 Concrete impl. More...
 
class  OverlaySystem
 This class simplify initialization / finalization of the overlay system. More...
 
struct  OverlayTranslator
 
class  OverlayTranslatorManager
 
class  Page
 Page class. More...
 
class  PageContent
 Interface definition for a unit of content within a page. More...
 
class  PageContentCollection
 Definition of the interface for a collection of PageContent instances. More...
 
class  PageContentCollectionFactory
 Define the interface to a factory class that will create subclasses of PageContentCollection. More...
 
class  PageContentFactory
 Define the interface to a factory class that will create subclasses of PageContent. More...
 
class  PagedWorld
 This class represents a collection of pages which make up a world. More...
 
class  PagedWorldSection
 Represents a section of the PagedWorld which uses a given PageStrategy, and which is made up of a generally localised set of Page instances. More...
 
class  PagedWorldSectionFactory
 A factory class for creating types of world section. More...
 
class  PageManager
 The PageManager is the entry point through which you load all PagedWorld instances, and the place where PageStrategy instances and factory classes are registered to customise the paging behaviour. More...
 
class  PageProvider
 Abstract class that can be implemented by the user application to provide a way to retrieve or generate page data from a source of their choosing. More...
 
class  PageStrategy
 Defines the interface to a strategy class which is responsible for deciding when Page instances are requested for addition and removal from the paging system. More...
 
class  PageStrategyData
 Abstract marker class representing the data held against the PagedWorldSection which is specifically used by the PageStrategy. More...
 
class  PanelOverlayElement
 OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements. More...
 
class  PanelOverlayElementFactory
 Factory for creating PanelOverlayElement instances. More...
 
class  ParamCommand
 Abstract class which is command object which gets/sets parameters.
 
class  ParamDictionary
 Class to hold a dictionary of parameters for a single class. More...
 
class  ParameterDef
 Definition of a parameter supported by a StringInterface class, for introspection. More...
 
class  Particle
 Class representing a single particle instance. More...
 
class  ParticleAffector
 Abstract class defining the interface to be implemented by particle affectors. More...
 
class  ParticleAffectorFactory
 Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
 
class  ParticleEmitter
 Abstract class defining the interface to be implemented by particle emitters. More...
 
class  ParticleEmitterFactory
 Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
 
class  ParticleFXPlugin
 Plugin instance for ParticleFX Manager. More...
 
class  ParticleIterator
 
class  ParticleSystem
 Class defining particle system based special effects. More...
 
class  ParticleSystemFactory
 Factory object for creating ParticleSystem instances. More...
 
class  ParticleSystemManager
 Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
 
class  ParticleSystemRenderer
 Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
 
class  ParticleVisualData
 
class  Pass
 Class defining a single pass of a Technique (of a Material): a single rendering call. More...
 
class  PassthroughControllerFunction
 Predefined controller function which just passes through the original source directly to dest. More...
 
class  PatchMesh
 Patch specialisation of Mesh. More...
 
class  PatchSurface
 A surface which is defined by curves of some kind to form a patch, e.g. More...
 
class  PbsMaterial
 
class  PCPlane
 Portal Culling Plane. More...
 
class  PCZAxisAlignedBoxSceneQuery
 PCZ implementation of AxisAlignedBoxSceneQuery. More...
 
class  PCZCamera
 Specialized viewpoint from which an PCZone Scene can be rendered. More...
 
class  PCZFrustum
 Specialized frustum shaped culling volume that has culling planes created from portals. More...
 
class  PCZIntersectionSceneQuery
 PCZ implementation of IntersectionSceneQuery. More...
 
class  PCZLight
 Specialized version of Ogre::Light which caches which zones the light affects. More...
 
class  PCZLightFactory
 Factory object for creating PCZLight instances. More...
 
class  PCZone
 Portal-Connected Zone datastructure for managing scene nodes. More...
 
class  PCZoneFactory
 Factory for PCZones. More...
 
class  PCZoneFactoryManager
 
class  PCZPlaneBoundedVolumeListSceneQuery
 PCZ implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  PCZPlugin
 Plugin instance for PCZ Manager. More...
 
class  PCZRaySceneQuery
 PCZ implementation of RaySceneQuery. More...
 
class  PCZSceneManager
 Specialized SceneManager that uses Portal-Connected-Zones to divide the scene spatially. More...
 
class  PCZSceneManagerFactory
 Factory for PCZSceneManager. More...
 
class  PCZSceneNode
 The PCZSceneNode is an extension used to store zone information and provide additional functionality for a given Ogre::SceneNode. More...
 
class  PCZSphereSceneQuery
 PCZ implementation of SphereSceneQuery. More...
 
class  PixelBox
 A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory. More...
 
class  PixelCountLodStrategyBase
 Abstract base class for level of detail strategy based on pixel count approximations from bounding sphere projection. More...
 
class  PixelUtil
 Some utility functions for packing and unpacking pixel data. More...
 
class  Plane
 Defines a plane in 3D space. More...
 
class  PlaneBoundedVolume
 Represents a convex volume bounded by planes. More...
 
class  PlaneBoundedVolumeListSceneQuery
 Specialises the SceneQuery class for querying within a plane-bounded volume. More...
 
class  PlaneOptimalShadowCameraSetup
 Implements the plane optimal shadow camera algorithm. More...
 
class  PlatformInformation
 Class which provides the run-time platform information Ogre runs on. More...
 
class  Plugin
 Class defining a generic OGRE plugin. More...
 
class  PointEmitter
 This emitter emits particles from a single point, which is it’s position. More...
 
class  PointEmitterFactory
 Factory class for particle emitter of type "Point". More...
 
class  Polygon
 The class represents a polygon in 3D space. More...
 
class  Pool
 Template class describing a simple pool of items. More...
 
class  Portal
 Portal datastructure for connecting zones. More...
 
class  PortalBase
 PortalBase - Base class to Portal and AntiPortal classes. More...
 
class  PortalBaseFactory
 Factory object for creating Portal instances. More...
 
class  PortalFactory
 Factory object for creating Portal instances. More...
 
class  Pose
 A pose is a linked set of vertex offsets applying to one set of vertex data. More...
 
class  PreApplyTextureAliasesScriptCompilerEvent
 
class  ProcessNameExclusionScriptCompilerEvent
 
class  ProcessResourceNameScriptCompilerEvent
 
class  Profile
 An individual profile that will be processed by the Profiler. More...
 
struct  ProfiledEdge
 
struct  ProfileFrame
 Represents the total timing information of a profile since profiles can be called more than once each frame. More...
 
struct  ProfileHistory
 Represents a history of each profile during the duration of the app. More...
 
class  ProfileInstance
 Represents an individual profile call. More...
 
class  Profiler
 The profiler allows you to measure the performance of your code. More...
 
class  ProfileSessionListener
 ProfileSessionListener should be used to visualize profile results. More...
 
class  Property
 Property instance with passthrough calls to a given object. More...
 
class  PropertyAbstractNode
 This abstract node represents a script property. More...
 
class  PropertyBase
 Base interface for an instance of a property. More...
 
class  PropertyDef
 Definition of a property of an object. More...
 
class  PropertyMap
 
class  PropertySet
 Defines a complete set of properties for a single object instance. More...
 
struct  PropertyValue
 A simple structure designed just as a holder of property values between the instances of objects they might target. More...
 
class  PSSMShadowCameraSetup
 Parallel Split Shadow Map (PSSM) shadow camera setup. More...
 
class  PVRTCCodec
 Codec specialized in loading PVRTC (PowerVR) images. More...
 
class  Quake3Level
 Support for loading and extracting data from a Quake3 level file. More...
 
class  Quake3Shader
 Class for recording Quake3 shaders. More...
 
class  Quake3ShaderManager
 Class for managing Quake3 custom shaders. More...
 
class  Quaternion
 Implementation of a Quaternion, i.e. More...
 
class  QueuedRenderableCollection
 Lowest level collection of renderables. More...
 
class  QueuedRenderableVisitor
 Visitor interface for items in a QueuedRenderableCollection. More...
 
class  Radian
 Wrapper class which indicates a given angle value is in Radians. More...
 
class  RadixSort
 Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers. More...
 
class  Ray
 Representation of a ray in space, i.e. More...
 
class  RaySceneQuery
 Specialises the SceneQuery class for querying along a ray. More...
 
class  RaySceneQueryListener
 Alternative listener class for dealing with RaySceneQuery. More...
 
struct  RaySceneQueryResultEntry
 This struct allows a single comparison of result data no matter what the type. More...
 
class  Rectangle2D
 Allows the rendering of a simple 2D rectangle This class renders a simple 2D rectangle; this rectangle has no depth and therefore is best used with specific render queue and depth settings, like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads. More...
 
class  RegionSceneQuery
 Abstract class defining a query which returns single results from a region. More...
 
class  Renderable
 Abstract class defining the interface all renderable objects must implement. More...
 
struct  RenderablePass
 Struct associating a single Pass with a single Renderable. More...
 
class  RenderingAPIException
 
class  RenderObjectListener
 Abstract interface which classes must implement if they wish to receive events from the scene manager when single object is about to be rendered. More...
 
class  RenderOperation
 'New' rendering operation using vertex buffers. More...
 
class  RenderPriorityGroup
 Collection of renderables by priority. More...
 
class  RenderQueue
 Class to manage the scene object rendering queue. More...
 
class  RenderQueueGroup
 A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. More...
 
class  RenderQueueInvocation
 Class representing the invocation of queue groups in a RenderQueue. More...
 
class  RenderQueueInvocationSequence
 Class to hold a linear sequence of RenderQueueInvocation objects. More...
 
class  RenderQueueListener
 Abstract interface which classes must implement if they wish to receive events from the render queue. More...
 
class  RenderSystem
 Defines the functionality of a 3D API. More...
 
class  RenderSystemCapabilities
 This class stores the capabilities of the graphics card. More...
 
class  RenderSystemCapabilitiesManager
 Class for managing RenderSystemCapabilities database for Ogre. More...
 
class  RenderSystemCapabilitiesSerializer
 Class for serializing RenderSystemCapabilities to / from a .rendercaps script. More...
 
class  RenderTarget
 A 'canvas' which can receive the results of a rendering operation. More...
 
struct  RenderTargetEvent
 Struct containing information about a RenderTarget event. More...
 
class  RenderTargetListener
 A interface class defining a listener which can be used to receive notifications of RenderTarget events. More...
 
struct  RenderTargetViewportEvent
 Struct containing information about a RenderTarget Viewport-specific event. More...
 
class  RenderTexture
 This class represents a RenderTarget that renders to a Texture. More...
 
class  RenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  RenderWindow
 Manages the target rendering window. More...
 
struct  RenderWindowDescription
 Render window creation parameters. More...
 
class  Resource
 Abstract class representing a loadable resource. More...
 
class  ResourceBackgroundQueue
 This class is used to perform Resource operations in a background thread. More...
 
class  ResourceGroupListener
 This class defines an interface which is called back during resource group loading to indicate the progress of the load. More...
 
class  ResourceGroupManager
 This singleton class manages the list of resource groups, and notifying the various resource managers of their obligations to load / unload resources in a group. More...
 
class  ResourceLoadingListener
 This class allows users to override resource loading behavior. More...
 
class  ResourceManager
 Defines a generic resource handler. More...
 
class  RibbonTrail
 Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
 
class  RibbonTrailFactory
 Factory object for creating RibbonTrail instances. More...
 
class  RingEmitter
 Particle emitter which emits particles randomly from points inside a ring (e.g. More...
 
class  RingEmitterFactory
 Factory class for particle emitter of type "Ring". More...
 
class  Root
 The root class of the Ogre system. More...
 
class  RotationAffector
 This affector rotates particles in flight. More...
 
class  RotationAffectorFactory
 Factory class for RotationAffector. More...
 
class  RotationalSpline
 This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...
 
class  RuntimeAssertionException
 
class  Sampler
 Class which determines how a TextureUnitState accesses data from a Texture. More...
 
class  ScaleAffector
 This affector scales particles in flight. More...
 
class  ScaleAffectorFactory
 Factory class for ScaleAffector. More...
 
class  ScaleControllerFunction
 Predefined controller function which simply scales an input to an output value. More...
 
class  SceneLoader
 Abstract class for loading scenes from a file (DataStream). More...
 
class  SceneLoaderManager
 
class  SceneManager
 Manages the organisation and rendering of a 'scene': a collection of objects and potentially world geometry. More...
 
class  SceneManagerEnumerator
 Enumerates the SceneManager classes available to applications. More...
 
class  SceneManagerFactory
 Class which will create instances of a given SceneManager. More...
 
struct  SceneManagerMetaData
 Structure containing information about a scene manager. More...
 
class  SceneNode
 Class representing a node in the scene graph. More...
 
class  SceneQuery
 A class for performing queries on a scene. More...
 
class  SceneQueryListener
 This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results. More...
 
struct  SceneQueryResult
 Holds the results of a scene query. More...
 
class  ScreenRatioPixelCountLodStrategy
 
class  ScriptCompiler
 This is the main class for the compiler. More...
 
class  ScriptCompilerEvent
 This struct is a base class for events which can be thrown by the compilers and caught by subscribers. More...
 
class  ScriptCompilerListener
 This is a listener for the compiler. More...
 
class  ScriptCompilerManager
 Manages threaded compilation of scripts. More...
 
class  ScriptLoader
 Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage. More...
 
class  ScriptTranslator
 This class translates script AST (abstract syntax tree) into Ogre resources. More...
 
class  ScriptTranslatorManager
 The ScriptTranslatorManager manages the lifetime and access to script translators. More...
 
class  Segment
 3D Line Segment class for intersection testing in Ogre3D More...
 
class  Serializer
 Generic class for serialising data to / from binary stream-based files. More...
 
struct  set
 
class  ShaderGenerator
 
class  ShaderHelper
 Interface definition for helper class to generate shaders. More...
 
struct  ShaderHelperGLSL
 Utility class to help with generating shaders for unified GLSL. More...
 
class  ShaderManager
 
class  ShaderPiecesManager
 
class  ShaderTemplate
 
class  ShadowCameraSetup
 This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More...
 
class  ShadowCaster
 This class defines the interface that must be implemented by shadow casters. More...
 
class  ShadowRenderable
 Class which represents the renderable aspects of a set of shadow volume faces. More...
 
struct  ShadowTextureConfig
 Structure containing the configuration for one shadow texture. More...
 
class  SharedPtr
 
class  SimplePageContentCollection
 Specialisation of PageContentCollection which just provides a simple list of PageContent instances. More...
 
class  SimplePageContentCollectionFactory
 Factory class for SimplePageContentCollection. More...
 
class  SimpleRenderable
 Simple implementation of MovableObject and Renderable for single-part custom objects. More...
 
class  SimpleSpline
 A very simple spline class which implements the Catmull-Rom class of splines. More...
 
class  Singleton
 Template class for creating single-instance global classes. More...
 
class  Skeleton
 A collection of Bone objects used to animate a skinned mesh. More...
 
class  SkeletonInstance
 A SkeletonInstance is a single instance of a Skeleton used by a world object. More...
 
class  SkeletonManager
 Handles the management of skeleton resources. More...
 
class  SkeletonSerializer
 Class for serialising skeleton data to/from an OGRE .skeleton file. More...
 
class  SmallVector
 SmallVector - This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small. More...
 
class  SmallVector< T, 0 >
 Specialize SmallVector at N=0. More...
 
class  SmallVectorBase
 SmallVectorBase - This is all the non-templated stuff common to all SmallVectors. More...
 
class  SmallVectorImpl
 SmallVectorImpl - This class consists of common code factored out of the SmallVector class to reduce code duplication based on the SmallVector 'N' template parameter. More...
 
class  SmallVectorTemplateBase
 SmallVectorTemplateBase<isPodLike = false> - This is where we put method implementations that are designed to work with non-POD-like T's. More...
 
class  SmallVectorTemplateBase< T, true >
 SmallVectorTemplateBase<isPodLike = true> - This is where we put method implementations that are designed to work with POD-like T's. More...
 
class  SmallVectorTemplateCommon
 
struct  SPFMDeleteT
 
struct  SPFMNone
 
class  Sphere
 A sphere primitive, mostly used for bounds checking. More...
 
class  SphereSceneQuery
 Specialises the SceneQuery class for querying within a sphere. More...
 
class  SPIRVShader
 
class  SPIRVShaderFactory
 
class  StaticCache
 Template version of cache based on static array. More...
 
struct  StaticFaceGroup
 Collects a group of static i.e. More...
 
class  StaticGeometry
 Pre-transforms and batches up meshes for efficient use as static geometry in a scene. More...
 
class  StaticGeometryFactory
 Dummy factory to let Regions adhere to MovableObject protocol. More...
 
class  STBIImageCodec
 
class  STBIPlugin
 
struct  StencilState
 Describes the stencil buffer operation. More...
 
class  StreamSerialiser
 Utility class providing helper methods for reading / writing structured data held in a DataStream. More...
 
class  StringConverter
 Class for converting the core Ogre data types to/from Strings. More...
 
class  StringInterface
 Class defining the common interface which classes can use to present a reflection-style, self-defining parameter set to callers. More...
 
class  StringUtil
 Utility class for manipulating Strings. More...
 
class  SubEntity
 Utility class which defines the sub-parts of an Entity. More...
 
class  SubMesh
 Defines a part of a complete mesh. More...
 
class  TagPoint
 A tagged point on a skeleton, which can be used to attach entities to on specific other entities. More...
 
class  TangentSpaceCalc
 Class for calculating a tangent space basis. More...
 
class  Technique
 Class representing an approach to rendering this particular Material. More...
 
class  TempBlendedBufferInfo
 Structure for recording the use of temporary blend buffers. More...
 
class  Terrain
 The main containing class for a chunk of terrain. More...
 
class  TerrainAutoUpdateLod
 Terrain automatic LOD loading. More...
 
class  TerrainAutoUpdateLodByDistance
 Class implementing TerrainAutoUpdateLod interface. More...
 
class  TerrainAutoUpdateLodFactory
 
class  TerrainGlobalOptions
 Options class which just stores default options for the terrain. More...
 
class  TerrainGroup
 Helper class to assist you in managing multiple terrain instances that are connected to each other. More...
 
class  TerrainLayerBlendMap
 Class exposing an interface to a blend map for a given layer. More...
 
struct  TerrainLayerDeclaration
 The definition of the information each layer will contain in this terrain. More...
 
struct  TerrainLayerSampler
 Description of a sampler that will be used with each layer. More...
 
struct  TerrainLayerSamplerElement
 Information about one element of a sampler / texture within a layer. More...
 
class  TerrainLodManager
 Terrain LOD data manager. More...
 
class  TerrainMaterialGenerator
 Class that provides functionality to generate materials for use with a terrain. More...
 
class  TerrainMaterialGeneratorA
 A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain. More...
 
class  TerrainPagedWorldSection
 A world section which includes paged terrain. More...
 
class  TerrainPaging
 This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required. More...
 
class  TerrainQuadTreeNode
 A node in a quad tree used to store a patch of terrain. More...
 
class  TexCoordModifierControllerValue
 Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More...
 
class  TextAreaOverlayElement
 This class implements an overlay element which contains simple unformatted text. More...
 
class  TextAreaOverlayElementFactory
 Factory for creating TextAreaOverlayElement instances. More...
 
class  Texture
 Abstract class representing a Texture resource. More...
 
class  TextureAnimatorAffector
 This affector makes it possible to have an animated texture for each individual particle. More...
 
class  TextureAnimatorAffectorFactory
 Factory class for TextureAnimatorAffector. More...
 
class  TextureFrameControllerValue
 Predefined controller value for getting / setting the frame number of a texture layer. More...
 
class  TextureManager
 Class for loading & managing textures. More...
 
class  TextureUnitState
 Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...
 
class  TimeIndex
 Time index object used to search keyframe at the given position. More...
 
class  Timer
 Timer class. More...
 
class  TinyDepthBuffer
 
class  TinyHardwarePixelBuffer
 
class  TinyPlugin
 Plugin instance for Tiny Manager. More...
 
class  TinyRenderSystem
 Software rasterizer Implementation as a rendering system. More...
 
class  TinyTexture
 
class  TinyTextureManager
 
class  TinyWindow
 
class  TransformBase
 Class encapsulating a standard 4x4 homogeneous matrix. More...
 
struct  TransformBaseReal
 
class  TransformKeyFrame
 Specialised KeyFrame which stores a full transform. More...
 
struct  TRect
 
class  UnifiedHighLevelGpuProgram
 Specialisation of HighLevelGpuProgram which just delegates its implementation to one other GpuProgram, allowing a single program definition to represent one supported program from a number of options. More...
 
class  UnifiedHighLevelGpuProgramFactory
 Factory class for Unified programs. More...
 
class  UnimplementedException
 Template struct which creates a distinct type for each exception code. More...
 
class  UserObjectBindings
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
class  VariableAccessAbstractNode
 This abstract node represents a variable assignment. More...
 
struct  vector
 
class  Vector
 Standard N-dimensional vector. More...
 
struct  VectorBase
 helper class to implement legacy API. Notably x, y, z access More...
 
struct  VectorBase< 2, Real >
 
struct  VectorBase< 3, Real >
 
struct  VectorBase< 4, Real >
 
class  VectorIterator
 Concrete IteratorWrapper for nonconst access to the underlying container. More...
 
class  VectorIteratorWrapper
 Prepared IteratorWrapper for container like std::vector. More...
 
struct  VectorSet
 VectorSet is basically a helper to use a vector as a small set container. More...
 
class  VertexAnimationTrack
 Specialised AnimationTrack for dealing with changing vertex position information. More...
 
struct  VertexBoneAssignment_s
 Records the assignment of a single vertex to a single bone with the corresponding weight. More...
 
class  VertexBufferBinding
 Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements. More...
 
class  VertexCacheProfiler
 Vertex cache profiler. More...
 
class  VertexData
 collects together all the vertex-related information used to render geometry. More...
 
class  VertexDeclaration
 This class declares the format of a set of vertex inputs, which can be issued to the rendering API through a RenderOperation. More...
 
class  VertexElement
 This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration. More...
 
class  VertexMorphKeyFrame
 Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track. More...
 
class  VertexPoseKeyFrame
 Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose. More...
 
struct  ViewPoint
 Structure for holding a position & orientation pair. More...
 
class  Viewport
 An abstraction of a viewport, i.e. More...
 
struct  VisibleObjectsBoundsInfo
 Structure collecting together information about the visible objects that have been discovered in a scene. More...
 
class  WaveformControllerFunction
 Predefined controller function based on a waveform. More...
 
class  WireBoundingBox
 Allows the rendering of a wireframe bounding box. More...
 
class  WorkQueue
 Interface to a general purpose request / response style background work queue. More...
 
class  ZipArchiveFactory
 Specialisation to allow reading of files from a zip format source archive. More...
 
class  ZoneData
 

Typedefs

typedef std::string _StringBase
 
typedef ::std::hash< _StringBase_StringHash
 
typedef std::basic_stringstream< char, std::char_traits< char >, std::allocator< char > > _StringStreamBase
 
typedef uint32 ABGR
 
typedef std::list< AbstractNodePtrAbstractNodeList
 
typedef SharedPtr< AbstractNodeListAbstractNodeListPtr
 
typedef SharedPtr< AbstractNodeAbstractNodePtr
 
typedef std::map< String, StringAliasTextureNamePairList
 Alias / Texture name pair (first = alias, second = texture name) More...
 
template<typename T , size_t Alignment = OGRE_SIMD_ALIGNMENT>
using aligned_vector = std::vector< T, AlignedAllocator< T, Alignment > >
 
typedef SharedPtr< AnimableValueAnimableValuePtr
 
typedef MapIterator< AnimationStateMapAnimationStateIterator
 
typedef std::map< String, AnimationState * > AnimationStateMap
 
typedef std::list< AntiPortal * > AntiPortalList
 
typedef uint32 ARGB
 
template<class T >
using AtomicScalar = std::atomic< T >
 
typedef WorkQueue::RequestID BackgroundProcessTicket
 Identifier of a background process. More...
 
typedef uint32 BGRA
 
typedef std::map< String, StringBinaryOptionList
 
typedef std::list< WireBoundingBox * > BoxList
 
typedef SharedPtr< BspLevelBspLevelPtr
 
typedef std::vector< HardwareBuffer::UsageBufferUsageList
 Define a list of usage flags. More...
 
typedef std::list< unsigned long > ColorList
 
typedef SharedPtr< CompositorCompositorPtr
 
typedef std::list< ConcreteNodePtrConcreteNodeList
 
typedef SharedPtr< ConcreteNodeListConcreteNodeListPtr
 
typedef SharedPtr< ConcreteNodeConcreteNodePtr
 
typedef std::map< String, ConfigOptionConfigOptionMap
 
typedef ConstMapIterator< AnimationStateMapConstAnimationStateIterator
 
typedef ConstVectorIterator< EnabledAnimationStateListConstEnabledAnimationStateIterator
 
typedef std::vector< const Image * > ConstImagePtrList
 
typedef ConstVectorIterator< ShadowTextureConfigListConstShadowTextureConfigIterator
 
typedef SharedPtr< ControllerFunction< Real > > ControllerFunctionRealPtr
 
typedef SharedPtr< ControllerValue< Real > > ControllerValueRealPtr
 
typedef D3D11HardwareBufferManager D3D11HardwareBufferManagerBase
 
typedef SharedPtr< D3D11HLSLProgramD3D11HLSLProgramPtr
 
typedef SharedPtr< D3D11TextureD3D11TexturePtr
 
typedef SharedPtr< D3D9GpuProgramD3D9GpuProgramPtr
 
typedef SharedPtr< D3D9HLSLProgramD3D9HLSLProgramPtr
 
typedef SharedPtr< D3D9TextureD3D9TexturePtr
 
typedef std::list< DataStreamPtrDataStreamList
 List of DataStream items. More...
 
typedef SharedPtr< DataStreamDataStreamPtr
 
typedef std::map< uint16, DepthBufferVecDepthBufferMap
 
typedef std::vector< DepthBuffer * > DepthBufferVec
 
typedef UTFString DisplayString
 
typedef std::vector< double > DoubleConstantList
 Definition of container that holds the current double constants. More...
 
typedef std::list< AnimationState * > EnabledAnimationStateList
 
typedef std::vector< FileInfoFileInfoList
 
typedef SharedPtr< FileInfoListFileInfoListPtr
 
typedef std::vector< float > FloatConstantList
 Definition of container that holds the current float constants. More...
 
typedef TRect< float > FloatRect
 Structure used to define a rectangle in a 2-D floating point space. More...
 
typedef SharedPtr< FontFontPtr
 
typedef GLContext GL3PlusContext
 
typedef GLRTTManager GL3PlusRTTManager
 
typedef shared_ptr< GL3PlusTextureGL3PlusTexturePtr
 
typedef std::vector< GL3PlusTexturePtrGL3PlusTexturePtrList
 
typedef GLAtomicCounterReferenceList::iterator GLAtomicCounterReferenceIterator
 
typedef std::vector< GLAtomicCounterReferenceGLAtomicCounterReferenceList
 
typedef GLCounterBufferList::iterator GLCounterBufferIterator
 
typedef std::vector< HardwareCounterBufferSharedPtrGLCounterBufferList
 
typedef GLContext GLES2Context
 
typedef shared_ptr< GLES2GpuProgram > GLES2GpuProgramPtr
 
typedef shared_ptr< GLES2TextureGLES2TexturePtr
 
typedef shared_ptr< GLGpuProgramGLGpuProgramPtr
 
typedef GLHardwareVertexBuffer GLHardwareBuffer
 
typedef std::array< GLSLShaderCommon *, GPT_COUNTGLShaderList
 
typedef shared_ptr< GLSLShaderGLSLShaderPtr
 
typedef shared_ptr< GLTextureGLTexturePtr
 
typedef GLUniformBufferList::iterator GLUniformBufferIterator
 
typedef std::vector< HardwareUniformBufferSharedPtrGLUniformBufferList
 
typedef GLUniformReferenceList::iterator GLUniformReferenceIterator
 
typedef std::vector< GLUniformReferenceGLUniformReferenceList
 
typedef ConstMapIterator< GpuConstantDefinitionMapGpuConstantDefinitionIterator
 
typedef std::map< String, GpuConstantDefinitionGpuConstantDefinitionMap
 
typedef SharedPtr< GpuLogicalBufferStructGpuLogicalBufferStructPtr
 
typedef std::map< size_t, GpuLogicalIndexUseGpuLogicalIndexUseMap
 
typedef SharedPtr< GpuNamedConstantsGpuNamedConstantsPtr
 
typedef SharedPtr< GpuProgramParametersGpuProgramParametersPtr
 
typedef GpuProgramParametersPtr GpuProgramParametersSharedPtr
 
typedef SharedPtr< GpuProgramGpuProgramPtr
 
typedef SharedPtr< GpuSharedParametersGpuSharedParametersPtr
 
typedef SharedPtr< HardwareBufferHardwareBufferPtr
 
typedef HardwareUniformBuffer HardwareCounterBuffer
 
typedef HardwareUniformBufferSharedPtr HardwareCounterBufferSharedPtr
 
typedef HardwareBufferLockGuard HardwareIndexBufferLockGuard
 
typedef SharedPtr< HardwareIndexBufferHardwareIndexBufferSharedPtr
 
typedef SharedPtr< HardwarePixelBufferHardwarePixelBufferSharedPtr
 
typedef SharedPtr< HardwareUniformBufferHardwareUniformBufferSharedPtr
 
typedef HardwareBufferLockGuard HardwareVertexBufferLockGuard
 
typedef SharedPtr< HardwareVertexBufferHardwareVertexBufferSharedPtr
 
typedef SharedPtr< HighLevelGpuProgramHighLevelGpuProgramPtr
 
typedef std::vector< std::pair< IdString, String > > HlmsParamVec
 
typedef Ogre::uint32 IdType
 Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit. More...
 
typedef std::vector< IlluminationPass * > IlluminationPassList
 
typedef std::vector< Image * > ImagePtrList
 
typedef short int16
 
typedef int int32
 
typedef long long int64
 
typedef signed char int8
 
typedef std::vector< int > IntConstantList
 Definition of container that holds the current int constants. More...
 
typedef HashedVector< Light * > LightList
 
typedef shared_ptr< LodCollapseCostLodCollapseCostPtr
 
typedef shared_ptr< LodCollapserLodCollapserPtr
 
typedef shared_ptr< LodDataLodDataPtr
 
typedef shared_ptr< LodInputProviderLodInputProviderPtr
 
typedef shared_ptr< LodOutputProviderLodOutputProviderPtr
 
typedef std::vector< ProfiledEdgeLodProfile
 
typedef SharedPtr< MaterialMaterialPtr
 
typedef SharedPtr< MemoryDataStreamMemoryDataStreamPtr
 
typedef GeneralAllocatedObject MeshLodAlloc
 
typedef SharedPtr< MeshMeshPtr
 
typedef std::vector< MetalDiscardBuffer * > MetalDiscardBufferVec
 
typedef std::vector< byte > MicroCode
 
typedef std::map< String, StringNameValuePairList
 Name / value parameter pair (first = name, second = value) More...
 
typedef std::vector< SceneNode * > NodeList
 
typedef GeneralAllocatedObject PageAlloc
 
typedef uint32 PageID
 Identifier for a page. More...
 
typedef std::map< String, ParamCommand * > ParamCommandMap
 
typedef std::map< String, ParamDictionaryParamDictionaryMap
 
typedef std::vector< ParameterDefParameterList
 
typedef FactoryObj< ParticleSystemRendererParticleSystemRendererFactory
 
typedef SharedPtr< PatchMeshPatchMeshPtr
 
typedef std::list< PCPlane * > PCPlaneList
 
typedef std::list< PCZone * > PCZoneList
 
typedef std::set< PCZSceneNode * > PCZSceneNodeList
 
typedef AbsolutePixelCountLodStrategy PixelCountLodStrategy
 Backward compatible name for Distance_Box strategy. More...
 
typedef std::vector< PixelFormatPixelFormatList
 
typedef std::vector< PlaneBoundedVolumePlaneBoundedVolumeList
 
typedef std::vector< PlanePlaneList
 
typedef std::vector< PortalBase * > PortalBaseList
 
typedef std::list< Portal * > PortalList
 
typedef std::vector< Pose * > PoseList
 
typedef GeneralAllocatedObject PropertyAlloc
 
typedef std::map< String, PropertyDefPropertyDefMap
 Map from property name to shared definition. More...
 
typedef std::map< String, PropertyValuePropertyValueMap
 Defines a transferable map of properties using wrapped value types (Ogre::Any) More...
 
typedef std::vector< RaySceneQueryResultEntryRaySceneQueryResult
 
typedef std::pair< bool, RealRayTestResult
 A pair structure where the first element indicates whether an intersection occurs. More...
 
typedef float Real
 Software floating point type. More...
 
typedef TRect< RealRealRect
 Structure used to define a rectangle in a 2-D floating point space, subject to double / single floating point settings. More...
 
typedef TRect< long > Rect
 Structure used to define a rectangle in a 2-D integer space. More...
 
typedef std::vector< Renderable * > RenderableList
 
typedef VectorIterator< RenderQueueInvocationListRenderQueueInvocationIterator
 
typedef std::vector< RenderQueueInvocation * > RenderQueueInvocationList
 List of RenderQueueInvocations. More...
 
typedef std::vector< RenderSystem * > RenderSystemList
 
typedef std::map< String, RenderTarget * > RenderTargetMap
 
typedef std::multimap< uchar, RenderTarget * > RenderTargetPriorityMap
 
typedef SharedPtr< RenderToVertexBufferRenderToVertexBufferSharedPtr
 
typedef std::vector< RenderWindowDescriptionRenderWindowDescriptionList
 Render window creation parameters container. More...
 
typedef std::vector< RenderWindow * > RenderWindowList
 Render window container. More...
 
typedef size_t ResourceHandle
 
typedef SharedPtr< ResourceResourcePtr
 
typedef uint32 RGBA
 
typedef GeneralAllocatedObject RTShaderSystemAlloc
 
typedef std::shared_ptr< SamplerSamplerPtr
 
typedef std::map< String, SceneNode * > SceneNodeList
 
typedef std::list< SceneQueryMovableObjectPairSceneQueryMovableIntersectionList
 
typedef std::pair< MovableObject *, MovableObject * > SceneQueryMovableObjectPair
 
typedef std::pair< MovableObject *, SceneQuery::WorldFragment * > SceneQueryMovableObjectWorldFragmentPair
 
typedef std::list< SceneQueryMovableObjectWorldFragmentPairSceneQueryMovableWorldFragmentIntersectionList
 
typedef std::list< MovableObject * > SceneQueryResultMovableList
 
typedef std::list< SceneQuery::WorldFragment * > SceneQueryResultWorldFragmentList
 
typedef uint16 SceneTypeMask
 Bitmask containing scene types. More...
 
typedef SharedPtr< ShadowCameraSetupShadowCameraSetupPtr
 
typedef std::vector< ShadowTextureConfigShadowTextureConfigList
 
typedef std::vector< TexturePtrShadowTextureList
 
typedef std::map< GpuSharedParametersPtr, HardwareUniformBufferSharedPtrSharedParamsBufferMap
 
typedef SharedPtr< SkeletonSkeletonPtr
 
typedef TerrainMaterialGeneratorA::SM2Profile SM2Profile
 
typedef MetalStagingBuffer StagingBuffer
 
typedef GeneralAllocatedObject StateCacheAlloc
 
typedef _StringBase String
 
typedef _StringStreamBase StringStream
 
typedef StringStream stringstream
 
typedef std::vector< StringStringVector
 
typedef SharedPtr< StringVectorStringVectorPtr
 
typedef GeneralAllocatedObject TerrainAlloc
 
typedef std::vector< TerrainLayerBlendMap * > TerrainLayerBlendMapList
 
typedef std::vector< TerrainLayerSamplerElementTerrainLayerSamplerElementList
 
typedef std::vector< TerrainLayerSamplerTerrainLayerSamplerList
 
typedef SharedPtr< TerrainMaterialGeneratorTerrainMaterialGeneratorPtr
 
typedef SharedPtr< TextureTexturePtr
 
typedef std::vector< TexturePtrTexturePtrList
 
typedef int TrackVertexColourType
 An enumeration describing which material properties should track the vertex colours. More...
 
typedef unsigned char uchar
 In order to avoid finger-aches :) More...
 
typedef unsigned int uint
 
typedef unsigned short uint16
 
typedef unsigned int uint32
 
typedef unsigned long long uint64
 
typedef unsigned char uint8
 
typedef unsigned long ulong
 
typedef std::map< String, bool > UnaryOptionList
 
typedef std::vector< uintUnsignedIntConstantList
 Definition of container that holds the current uint constants. More...
 
typedef unsigned short ushort
 
typedef Vector< 2, RealVector2
 
typedef Vector< 2, int > Vector2i
 
typedef Vector< 3, RealVector3
 
typedef Vector< 3, float > Vector3f
 
typedef Vector< 3, int > Vector3i
 
typedef Vector< 4, RealVector4
 
typedef Vector< 4, float > Vector4f
 
typedef struct Ogre::VertexBoneAssignment_s VertexBoneAssignment
 Records the assignment of a single vertex to a single bone with the corresponding weight. More...
 
typedef OgreBites::WindowEventListener WindowEventListener
 
typedef OgreBites::WindowEventUtilities WindowEventUtilities
 
typedef std::map< String, ZoneData * > ZoneDataMap
 
typedef std::list< PCZone * > ZoneList
 
typedef std::map< String, PCZone * > ZoneMap
 

Enumerations

enum  { GPT_COUNT = GPT_COMPUTE_PROGRAM + 1 }
 
enum  {
  ID_MATERIAL = 3, ID_VERTEX_PROGRAM, ID_GEOMETRY_PROGRAM, ID_FRAGMENT_PROGRAM,
  ID_TECHNIQUE, ID_PASS, ID_TEXTURE_UNIT, ID_VERTEX_PROGRAM_REF,
  ID_GEOMETRY_PROGRAM_REF, ID_FRAGMENT_PROGRAM_REF, ID_SHADOW_CASTER_VERTEX_PROGRAM_REF, ID_SHADOW_CASTER_FRAGMENT_PROGRAM_REF,
  ID_SHADOW_RECEIVER_VERTEX_PROGRAM_REF, ID_SHADOW_RECEIVER_FRAGMENT_PROGRAM_REF, ID_SHADOW_CASTER_MATERIAL, ID_SHADOW_RECEIVER_MATERIAL,
  ID_LOD_VALUES, ID_LOD_STRATEGY, ID_LOD_DISTANCES, ID_RECEIVE_SHADOWS,
  ID_TRANSPARENCY_CASTS_SHADOWS, ID_SET_TEXTURE_ALIAS, ID_SOURCE, ID_SYNTAX,
  ID_DEFAULT_PARAMS, ID_PARAM_INDEXED, ID_PARAM_NAMED, ID_PARAM_INDEXED_AUTO,
  ID_PARAM_NAMED_AUTO, ID_SCHEME, ID_LOD_INDEX, ID_GPU_VENDOR_RULE,
  ID_GPU_DEVICE_RULE, ID_INCLUDE, ID_EXCLUDE, ID_AMBIENT,
  ID_DIFFUSE, ID_SPECULAR, ID_EMISSIVE, ID_VERTEXCOLOUR,
  ID_SCENE_BLEND, ID_COLOUR_BLEND, ID_ONE, ID_ZERO,
  ID_DEST_COLOUR, ID_SRC_COLOUR, ID_ONE_MINUS_DEST_COLOUR, ID_ONE_MINUS_SRC_COLOUR,
  ID_DEST_ALPHA, ID_SRC_ALPHA, ID_ONE_MINUS_DEST_ALPHA, ID_ONE_MINUS_SRC_ALPHA,
  ID_SEPARATE_SCENE_BLEND, ID_SCENE_BLEND_OP, ID_REVERSE_SUBTRACT, ID_MIN,
  ID_MAX, ID_SEPARATE_SCENE_BLEND_OP, ID_DEPTH_CHECK, ID_DEPTH_WRITE,
  ID_DEPTH_FUNC, ID_DEPTH_BIAS, ID_ITERATION_DEPTH_BIAS, ID_ALWAYS_FAIL,
  ID_ALWAYS_PASS, ID_LESS_EQUAL, ID_LESS, ID_EQUAL,
  ID_NOT_EQUAL, ID_GREATER_EQUAL, ID_GREATER, ID_ALPHA_REJECTION,
  ID_ALPHA_TO_COVERAGE, ID_LIGHT_SCISSOR, ID_LIGHT_CLIP_PLANES, ID_TRANSPARENT_SORTING,
  ID_ILLUMINATION_STAGE, ID_DECAL, ID_CULL_HARDWARE, ID_CLOCKWISE,
  ID_ANTICLOCKWISE, ID_CULL_SOFTWARE, ID_BACK, ID_FRONT,
  ID_NORMALISE_NORMALS, ID_LIGHTING, ID_SHADING, ID_FLAT,
  ID_GOURAUD, ID_PHONG, ID_POLYGON_MODE, ID_SOLID,
  ID_WIREFRAME, ID_POINTS, ID_POLYGON_MODE_OVERRIDEABLE, ID_FOG_OVERRIDE,
  ID_NONE, ID_LINEAR, ID_EXP, ID_EXP2,
  ID_COLOUR_WRITE, ID_MAX_LIGHTS, ID_START_LIGHT, ID_ITERATION,
  ID_ONCE, ID_ONCE_PER_LIGHT, ID_PER_LIGHT, ID_PER_N_LIGHTS,
  ID_POINT, ID_SPOT, ID_DIRECTIONAL, ID_LIGHT_MASK,
  ID_POINT_SIZE, ID_POINT_SPRITES, ID_POINT_SIZE_ATTENUATION, ID_POINT_SIZE_MIN,
  ID_POINT_SIZE_MAX, ID_TEXTURE_ALIAS, ID_TEXTURE, ID_1D,
  ID_2D, ID_3D, ID_CUBIC, ID_2DARRAY,
  ID_UNLIMITED, ID_ALPHA, ID_GAMMA, ID_ANIM_TEXTURE,
  ID_CUBIC_TEXTURE, ID_SEPARATE_UV, ID_COMBINED_UVW, ID_TEX_COORD_SET,
  ID_TEX_ADDRESS_MODE, ID_WRAP, ID_CLAMP, ID_BORDER,
  ID_MIRROR, ID_TEX_BORDER_COLOUR, ID_FILTERING, ID_BILINEAR,
  ID_TRILINEAR, ID_ANISOTROPIC, ID_CMPTEST, ID_ON,
  ID_OFF, ID_CMPFUNC, ID_MAX_ANISOTROPY, ID_MIPMAP_BIAS,
  ID_COLOUR_OP, ID_REPLACE, ID_ADD, ID_MODULATE,
  ID_ALPHA_BLEND, ID_COLOUR_OP_EX, ID_SOURCE1, ID_SOURCE2,
  ID_MODULATE_X2, ID_MODULATE_X4, ID_ADD_SIGNED, ID_ADD_SMOOTH,
  ID_SUBTRACT, ID_BLEND_DIFFUSE_COLOUR, ID_BLEND_DIFFUSE_ALPHA, ID_BLEND_TEXTURE_ALPHA,
  ID_BLEND_CURRENT_ALPHA, ID_BLEND_MANUAL, ID_DOT_PRODUCT, ID_SRC_CURRENT,
  ID_SRC_TEXTURE, ID_SRC_DIFFUSE, ID_SRC_SPECULAR, ID_SRC_MANUAL,
  ID_COLOUR_OP_MULTIPASS_FALLBACK, ID_ALPHA_OP_EX, ID_ENV_MAP, ID_SPHERICAL,
  ID_PLANAR, ID_CUBIC_REFLECTION, ID_CUBIC_NORMAL, ID_SCROLL,
  ID_SCROLL_ANIM, ID_ROTATE, ID_ROTATE_ANIM, ID_SCALE,
  ID_WAVE_XFORM, ID_SCROLL_X, ID_SCROLL_Y, ID_SCALE_X,
  ID_SCALE_Y, ID_SINE, ID_TRIANGLE, ID_SQUARE,
  ID_SAWTOOTH, ID_INVERSE_SAWTOOTH, ID_TRANSFORM, ID_BINDING_TYPE,
  ID_VERTEX, ID_FRAGMENT, ID_CONTENT_TYPE, ID_NAMED,
  ID_SHADOW, ID_TEXTURE_SOURCE, ID_SHARED_PARAMS, ID_SHARED_PARAM_NAMED,
  ID_SHARED_PARAMS_REF, ID_PARTICLE_SYSTEM, ID_EMITTER, ID_AFFECTOR,
  ID_COMPOSITOR, ID_TARGET, ID_TARGET_OUTPUT, ID_INPUT,
  ID_PREVIOUS, ID_TARGET_WIDTH, ID_TARGET_HEIGHT, ID_TARGET_WIDTH_SCALED,
  ID_TARGET_HEIGHT_SCALED, ID_COMPOSITOR_LOGIC, ID_TEXTURE_REF, ID_SCOPE_LOCAL,
  ID_SCOPE_CHAIN, ID_SCOPE_GLOBAL, ID_POOLED, ID_NO_FSAA,
  ID_DEPTH_POOL, ID_ONLY_INITIAL, ID_VISIBILITY_MASK, ID_LOD_BIAS,
  ID_MATERIAL_SCHEME, ID_SHADOWS_ENABLED, ID_CLEAR, ID_STENCIL,
  ID_RENDER_SCENE, ID_RENDER_QUAD, ID_IDENTIFIER, ID_FIRST_RENDER_QUEUE,
  ID_LAST_RENDER_QUEUE, ID_QUAD_NORMALS, ID_CAMERA_FAR_CORNERS_VIEW_SPACE, ID_CAMERA_FAR_CORNERS_WORLD_SPACE,
  ID_BUFFERS, ID_COLOUR, ID_DEPTH, ID_COLOUR_VALUE,
  ID_DEPTH_VALUE, ID_STENCIL_VALUE, ID_CHECK, ID_COMP_FUNC,
  ID_REF_VALUE, ID_MASK, ID_FAIL_OP, ID_KEEP,
  ID_INCREMENT, ID_DECREMENT, ID_INCREMENT_WRAP, ID_DECREMENT_WRAP,
  ID_INVERT, ID_DEPTH_FAIL_OP, ID_PASS_OP, ID_TWO_SIDED,
  ID_READ_BACK_AS_TEXTURE, ID_TESSELLATION_HULL_PROGRAM, ID_TESSELLATION_DOMAIN_PROGRAM, ID_COMPUTE_PROGRAM,
  ID_TESSELLATION_HULL_PROGRAM_REF, ID_TESSELLATION_DOMAIN_PROGRAM_REF, ID_COMPUTE_PROGRAM_REF, ID_GEOMETRY,
  ID_TESSELLATION_HULL, ID_TESSELLATION_DOMAIN, ID_COMPUTE, ID_SUBROUTINE,
  ID_LINE_WIDTH, ID_SAMPLER, ID_SAMPLER_REF, ID_THREAD_GROUPS,
  ID_RENDER_CUSTOM, ID_AUTO, ID_CAMERA, ID_ALIGN_TO_FACE,
  ID_END_BUILTIN_IDS
}
 This enum defines the integer ids for keywords this compiler handles. More...
 
enum  AbstractNodeType {
  ANT_UNKNOWN, ANT_ATOM, ANT_OBJECT, ANT_PROPERTY,
  ANT_IMPORT, ANT_VARIABLE_SET, ANT_VARIABLE_ACCESS
}
 This enum holds the types of the possible abstract nodes. More...
 
enum  BaseConstantType {
  BCT_FLOAT = 0, BCT_INT = 0x10, BCT_DOUBLE = 0x20, BCT_UINT = 0x30,
  BCT_BOOL = 0x40, BCT_SAMPLER = 0x50, BCT_SUBROUTINE = 0x60, BCT_UNKNOWN = 0x70
}
 
enum  BillboardOrigin {
  BBO_TOP_LEFT, BBO_TOP_CENTER, BBO_TOP_RIGHT, BBO_CENTER_LEFT,
  BBO_CENTER, BBO_CENTER_RIGHT, BBO_BOTTOM_LEFT, BBO_BOTTOM_CENTER,
  BBO_BOTTOM_RIGHT
}
 Enum covering what exactly a billboard's position means (center, top-left etc). More...
 
enum  BillboardRotationType { BBR_VERTEX, BBR_TEXCOORD }
 The rotation type of billboard. More...
 
enum  BillboardType {
  BBT_POINT, BBT_ORIENTED_COMMON, BBT_ORIENTED_SELF, BBT_PERPENDICULAR_COMMON,
  BBT_PERPENDICULAR_SELF
}
 The type of billboard to use. More...
 
enum  Capabilities {
  RSC_PRIMITIVE_RESTART = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0), RSC_AUTOMIPMAP_COMPRESSED = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1), RSC_ANISOTROPY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2), RSC_DOT3 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
  RSC_WIDE_LINES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4), RSC_HWSTENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5), RSC_READ_WRITE_BUFFERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 6), RSC_ATOMIC_COUNTERS = RSC_READ_WRITE_BUFFERS,
  RSC_TEXTURE_COMPRESSION_ASTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 7), RSC_32BIT_INDEX = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 8), RSC_VERTEX_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 9), RSC_FRAGMENT_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 10),
  RSC_SCISSOR_TEST = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 11), RSC_TWO_SIDED_STENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 12), RSC_STENCIL_WRAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 13), RSC_HWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 14),
  RSC_USER_CLIP_PLANES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 15), RSC_VERTEX_FORMAT_UBYTE4 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 16), RSC_INFINITE_FAR_PLANE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 17), RSC_HWRENDER_TO_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 18),
  RSC_TEXTURE_FLOAT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 19), RSC_NON_POWER_OF_2_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 20), RSC_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 21), RSC_POINT_SPRITES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 22),
  RSC_POINT_EXTENDED_PARAMETERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 23), RSC_VERTEX_TEXTURE_FETCH = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 24), RSC_MIPMAP_LOD_BIAS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 25), RSC_GEOMETRY_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 26),
  RSC_HWRENDER_TO_VERTEX_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 27), RSC_TEXTURE_COMPRESSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 0), RSC_TEXTURE_COMPRESSION_DXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 1), RSC_TEXTURE_COMPRESSION_VTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 2),
  RSC_TEXTURE_COMPRESSION_PVRTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 3), RSC_TEXTURE_COMPRESSION_ATC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 4), RSC_TEXTURE_COMPRESSION_ETC1 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 5), RSC_TEXTURE_COMPRESSION_ETC2 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 6),
  RSC_TEXTURE_COMPRESSION_BC4_BC5 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 7), RSC_TEXTURE_COMPRESSION_BC6H_BC7 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 8), RSC_FIXED_FUNCTION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 9), RSC_MRT_DIFFERENT_BIT_DEPTHS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 10),
  RSC_ALPHA_TO_COVERAGE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 11), RSC_ADVANCED_BLEND_OPERATIONS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 12), RSC_HW_GAMMA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 13), RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 14),
  RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 15), RSC_VERTEX_BUFFER_INSTANCE_DATA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 16), RSC_CAN_GET_COMPILED_SHADER_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 17), RSC_SHADER_SUBROUTINE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 18),
  RSC_HWRENDER_TO_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 19), RSC_TEXTURE_1D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 20), RSC_TESSELLATION_HULL_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 21), RSC_TESSELLATION_DOMAIN_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 22),
  RSC_COMPUTE_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 23), RSC_HWOCCLUSION_ASYNCHRONOUS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 24), RSC_TEXTURE_2D_ARRAY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 25), RSC_DEPTH_CLAMP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 26),
  RSC_PERSTAGECONSTANT = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 0), RSC_READ_BACK_AS_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 1), RSC_WBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 2), RSC_PBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 0),
  RSC_SEPARATE_SHADER_OBJECTS = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 1), RSC_VAO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 2), RSC_GLSL_SSO_REDECLARE = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 3), RSC_DEBUG = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 4),
  RSC_MAPBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 5)
}
 Enum describing the different hardware capabilities we want to check for OGRE_CAPS_VALUE(a, b) defines each capability a is the category (which can be from 0 to 15) b is the value (from 0 to 27) More...
 
enum  CapabilitiesCategory {
  CAPS_CATEGORY_COMMON = 0, CAPS_CATEGORY_COMMON_2 = 1, CAPS_CATEGORY_D3D9 = 2, CAPS_CATEGORY_GL = 3,
  CAPS_CATEGORY_COMMON_3 = 4, CAPS_CATEGORY_COUNT = 5
}
 Enumerates the categories of capabilities. More...
 
enum  ClipResult { CLIPPED_NONE = 0, CLIPPED_SOME = 1, CLIPPED_ALL = 2 }
 Generic result of clipping. More...
 
enum  ColourBufferType { CBT_BACK = 0x0, CBT_BACK_LEFT, CBT_BACK_RIGHT }
 Defines the colour buffer types. More...
 
enum  CompareFunction {
  CMPF_ALWAYS_FAIL, CMPF_ALWAYS_PASS, CMPF_LESS, CMPF_LESS_EQUAL,
  CMPF_EQUAL, CMPF_NOT_EQUAL, CMPF_GREATER_EQUAL, CMPF_GREATER
}
 Comparison functions used for the depth/stencil buffer operations and others. More...
 
enum  ConcreteNodeType {
  CNT_VARIABLE, CNT_VARIABLE_ASSIGN, CNT_WORD, CNT_IMPORT,
  CNT_QUOTE, CNT_LBRACE, CNT_RBRACE, CNT_COLON
}
 These enums hold the types of the concrete parsed nodes. More...
 
enum  CullingMode { CULL_NONE = 1, CULL_CLOCKWISE = 2, CULL_ANTICLOCKWISE = 3 }
 Hardware culling modes based on vertex winding. More...
 
enum  D3D9ResourceCreationPolicy { RCP_CREATE_ON_ACTIVE_DEVICE, RCP_CREATE_ON_ALL_DEVICES }
 
enum  eTexturePlayMode { TextureEffectPause = 0, TextureEffectPlay_ASAP = 1, TextureEffectPlay_Looping = 2 }
 Enum for type of texture play mode. More...
 
enum  FaceGroupType { FGT_FACE_LIST, FGT_PATCH, FGT_UNKNOWN }
 A type of face group, i.e. More...
 
enum  FilterOptions { FO_NONE, FO_POINT, FO_LINEAR, FO_ANISOTROPIC }
 Filtering options for textures / mipmaps. More...
 
enum  FilterType { FT_MIN, FT_MAG, FT_MIP }
 
enum  FogMode { FOG_NONE, FOG_EXP, FOG_EXP2, FOG_LINEAR }
 Fog modes. More...
 
enum  FontType { FT_TRUETYPE = 1, FT_IMAGE = 2 }
 Enumerates the types of Font usable in the engine. More...
 
enum  FrameBufferType { FBT_COLOUR = 0x1, FBT_DEPTH = 0x2, FBT_STENCIL = 0x4 }
 Defines the frame buffer types. More...
 
enum  FrustumPlane {
  FRUSTUM_PLANE_NEAR = 0, FRUSTUM_PLANE_FAR = 1, FRUSTUM_PLANE_LEFT = 2, FRUSTUM_PLANE_RIGHT = 3,
  FRUSTUM_PLANE_TOP = 4, FRUSTUM_PLANE_BOTTOM = 5
}
 Worldspace clipping planes. More...
 
enum  GpuConstantType {
  GCT_FLOAT1 = BCT_FLOAT + 1, GCT_FLOAT2 = BCT_FLOAT + 2, GCT_FLOAT3 = BCT_FLOAT + 3, GCT_FLOAT4 = BCT_FLOAT + 4,
  GCT_SAMPLER1D = BCT_SAMPLER + 1, GCT_SAMPLER2D = BCT_SAMPLER + 2, GCT_SAMPLER3D = BCT_SAMPLER + 3, GCT_SAMPLERCUBE = BCT_SAMPLER + 4,
  GCT_SAMPLERRECT = BCT_SAMPLER +5, GCT_SAMPLER1DSHADOW = BCT_SAMPLER + 6, GCT_SAMPLER2DSHADOW = BCT_SAMPLER + 7, GCT_SAMPLER2DARRAY = BCT_SAMPLER + 8,
  GCT_SAMPLER_EXTERNAL_OES = BCT_SAMPLER + 9, GCT_MATRIX_2X2 = BCT_FLOAT + 5, GCT_MATRIX_2X3 = BCT_FLOAT + 6, GCT_MATRIX_2X4 = BCT_FLOAT + 7,
  GCT_MATRIX_3X2 = BCT_FLOAT + 8, GCT_MATRIX_3X3 = BCT_FLOAT + 9, GCT_MATRIX_3X4 = BCT_FLOAT + 10, GCT_MATRIX_4X2 = BCT_FLOAT + 11,
  GCT_MATRIX_4X3 = BCT_FLOAT + 12, GCT_MATRIX_4X4 = BCT_FLOAT + 13, GCT_INT1 = BCT_INT + 1, GCT_INT2 = BCT_INT + 2,
  GCT_INT3 = BCT_INT + 3, GCT_INT4 = BCT_INT + 4, GCT_SUBROUTINE = BCT_SUBROUTINE, GCT_DOUBLE1 = BCT_DOUBLE + 1,
  GCT_DOUBLE2 = BCT_DOUBLE + 2, GCT_DOUBLE3 = BCT_DOUBLE + 3, GCT_DOUBLE4 = BCT_DOUBLE + 4, GCT_MATRIX_DOUBLE_2X2 = BCT_DOUBLE + 5,
  GCT_MATRIX_DOUBLE_2X3 = BCT_DOUBLE + 6, GCT_MATRIX_DOUBLE_2X4 = BCT_DOUBLE + 7, GCT_MATRIX_DOUBLE_3X2 = BCT_DOUBLE + 8, GCT_MATRIX_DOUBLE_3X3 = BCT_DOUBLE + 9,
  GCT_MATRIX_DOUBLE_3X4 = BCT_DOUBLE + 10, GCT_MATRIX_DOUBLE_4X2 = BCT_DOUBLE + 11, GCT_MATRIX_DOUBLE_4X3 = BCT_DOUBLE + 12, GCT_MATRIX_DOUBLE_4X4 = BCT_DOUBLE + 13,
  GCT_UINT1 = BCT_UINT + 1, GCT_UINT2 = BCT_UINT + 2, GCT_UINT3 = BCT_UINT + 3, GCT_UINT4 = BCT_UINT + 4,
  GCT_BOOL1 = BCT_BOOL + 1, GCT_BOOL2 = BCT_BOOL + 2, GCT_BOOL3 = BCT_BOOL + 3, GCT_BOOL4 = BCT_BOOL + 4,
  GCT_UNKNOWN = BCT_UNKNOWN
}
 Enumeration of the types of constant we may encounter in programs. More...
 
enum  GpuParamVariability {
  GPV_GLOBAL = 1, GPV_PER_OBJECT = 2, GPV_LIGHTS = 4, GPV_PASS_ITERATION_NUMBER = 8,
  GPV_ALL = 0xFFFF
}
 The variability of a GPU parameter, as derived from auto-params targeting it. More...
 
enum  GpuProgramType {
  GPT_VERTEX_PROGRAM = 0, GPT_FRAGMENT_PROGRAM, GPT_GEOMETRY_PROGRAM, GPT_DOMAIN_PROGRAM,
  GPT_HULL_PROGRAM, GPT_COMPUTE_PROGRAM
}
 Enumerates the types of programs which can run on the GPU. More...
 
enum  GPUVendor {
  GPU_UNKNOWN = 0, GPU_NVIDIA, GPU_AMD, GPU_INTEL,
  GPU_IMAGINATION_TECHNOLOGIES, GPU_APPLE, GPU_NOKIA, GPU_MS_SOFTWARE,
  GPU_MS_WARP, GPU_ARM, GPU_QUALCOMM, GPU_MOZILLA,
  GPU_WEBKIT, GPU_VENDOR_COUNT
}
 Enumeration of GPU vendors. More...
 
enum  Grid2DMode { G2D_X_Z = 0, G2D_X_Y = 1, G2D_Y_Z = 2 }
 The 2D grid mode. More...
 
enum  GuiHorizontalAlignment { GHA_LEFT, GHA_CENTER, GHA_RIGHT }
 Enum describing where '0' is in relation to the parent in the horizontal dimension. More...
 
enum  GuiMetricsMode { GMM_RELATIVE, GMM_PIXELS, GMM_RELATIVE_ASPECT_ADJUSTED }
 Enum describing how the position / size of an element is to be recorded. More...
 
enum  GuiVerticalAlignment { GVA_TOP, GVA_CENTER, GVA_BOTTOM }
 Enum describing where '0' is in relation to the parent in the vertical dimension. More...
 
enum  HardwareBufferUsage {
  HBU_GPU_TO_CPU = 1, HBU_CPU_ONLY = 2, HBU_DETAIL_WRITE_ONLY = 4, HBU_GPU_ONLY = HBU_GPU_TO_CPU | HBU_DETAIL_WRITE_ONLY,
  HBU_CPU_TO_GPU = HBU_CPU_ONLY | HBU_DETAIL_WRITE_ONLY
}
 Enums describing buffer usage. More...
 
enum  IlluminationStage { IS_AMBIENT, IS_PER_LIGHT, IS_DECAL, IS_UNKNOWN }
 Categorisation of passes for the purpose of additive lighting. More...
 
enum  ImageFlags { IF_COMPRESSED = 0x00000001, IF_CUBEMAP = 0x00000002, IF_3D_TEXTURE = 0x00000004 }
 
enum  InstanceManagerFlags {
  IM_USE16BIT = 0x0001, IM_VTFBESTFIT = 0x0002, IM_VTFBONEMATRIXLOOKUP = 0x0004, IM_USEBONEDUALQUATERNIONS = 0x0008,
  IM_USEONEWEIGHT = 0x0010, IM_FORCEONEWEIGHT = 0x0020, IM_USEALL = IM_USE16BIT|IM_VTFBESTFIT|IM_USEONEWEIGHT
}
 Flags for the Instance Manager when calculating ideal number of instances per batch. More...
 
enum  LayerBlendOperation { LBO_REPLACE, LBO_ADD, LBO_MODULATE, LBO_ALPHA_BLEND }
 List of valid texture blending operations, for use with TextureUnitState::setColourOperation. More...
 
enum  LayerBlendOperationEx {
  LBX_SOURCE1, LBX_SOURCE2, LBX_MODULATE, LBX_MODULATE_X2,
  LBX_MODULATE_X4, LBX_ADD, LBX_ADD_SIGNED, LBX_ADD_SMOOTH,
  LBX_SUBTRACT, LBX_BLEND_DIFFUSE_ALPHA, LBX_BLEND_TEXTURE_ALPHA, LBX_BLEND_CURRENT_ALPHA,
  LBX_BLEND_MANUAL, LBX_DOTPRODUCT, LBX_BLEND_DIFFUSE_COLOUR
}
 Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
 
enum  LayerBlendSource {
  LBS_CURRENT, LBS_TEXTURE, LBS_DIFFUSE, LBS_SPECULAR,
  LBS_MANUAL
}
 List of valid sources of values for blending operations used in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
 
enum  LayerBlendType { LBT_COLOUR, LBT_ALPHA }
 Type of texture blend mode. More...
 
enum  LoggingLevel { LL_LOW = 1, LL_NORMAL = 2, LL_BOREME = 3 }
 The level of detail to which the log will go into. More...
 
enum  LogMessageLevel { LML_TRIVIAL = 1, LML_NORMAL = 2, LML_WARNING = 3, LML_CRITICAL = 4 }
 The importance of a logged message. More...
 
enum  ManualCullingMode { MANUAL_CULL_NONE = 1, MANUAL_CULL_BACK = 2, MANUAL_CULL_FRONT = 3 }
 Manual culling modes based on vertex normals. More...
 
enum  MappingState { MS_UNMAPPED, MS_MAPPED, NUM_MAPPING_STATE }
 
enum  MeshChunkID {
  M_HEADER = 0x1000, M_MESH = 0x3000, M_SUBMESH = 0x4000, M_SUBMESH_OPERATION = 0x4010,
  M_SUBMESH_BONE_ASSIGNMENT = 0x4100, M_SUBMESH_TEXTURE_ALIAS = 0x4200, M_GEOMETRY = 0x5000, M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
  M_GEOMETRY_VERTEX_ELEMENT = 0x5110, M_GEOMETRY_VERTEX_BUFFER = 0x5200, M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210, M_MESH_SKELETON_LINK = 0x6000,
  M_MESH_BONE_ASSIGNMENT = 0x7000, M_MESH_LOD_LEVEL = 0x8000, M_MESH_LOD_USAGE = 0x8100, M_MESH_LOD_MANUAL = 0x8110,
  M_MESH_LOD_GENERATED = 0x8120, M_MESH_BOUNDS = 0x9000, M_SUBMESH_NAME_TABLE = 0xA000, M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
  M_EDGE_LISTS = 0xB000, M_EDGE_LIST_LOD = 0xB100, M_EDGE_GROUP = 0xB110, M_POSES = 0xC000,
  M_POSE = 0xC100, M_POSE_VERTEX = 0xC111, M_ANIMATIONS = 0xD000, M_ANIMATION = 0xD100,
  M_ANIMATION_BASEINFO = 0xD105, M_ANIMATION_TRACK = 0xD110, M_ANIMATION_MORPH_KEYFRAME = 0xD111, M_ANIMATION_POSE_KEYFRAME = 0xD112,
  M_ANIMATION_POSE_REF = 0xD113, M_TABLE_EXTREMES = 0xE000, M_GEOMETRY_NORMALS = 0x5100, M_GEOMETRY_COLOURS = 0x5200,
  M_GEOMETRY_TEXCOORDS = 0x5300
}
 Definition of the OGRE .mesh file format. More...
 
enum  MeshVersion {
  MESH_VERSION_LATEST, MESH_VERSION_1_10, MESH_VERSION_1_8, MESH_VERSION_1_7,
  MESH_VERSION_1_4, MESH_VERSION_1_0, MESH_VERSION_LEGACY
}
 Mesh compatibility versions. More...
 
enum  OrientationMode {
  OR_DEGREE_0 = 0, OR_DEGREE_90 = 1, OR_DEGREE_180 = 2, OR_DEGREE_270 = 3,
  OR_PORTRAIT = OR_DEGREE_0, OR_LANDSCAPERIGHT = OR_DEGREE_90, OR_LANDSCAPELEFT = OR_DEGREE_270
}
 Specifies orientation mode. More...
 
enum  ParameterType {
  PT_BOOL, PT_REAL, PT_INT, PT_UNSIGNED_INT,
  PT_SHORT, PT_UNSIGNED_SHORT, PT_LONG, PT_UNSIGNED_LONG,
  PT_STRING, PT_VECTOR3, PT_MATRIX3, PT_MATRIX4,
  PT_QUATERNION, PT_COLOURVALUE
}
 List of parameter types available. More...
 
enum  PixelComponentType {
  PCT_BYTE = 0, PCT_SHORT = 1, PCT_FLOAT16 = 2, PCT_FLOAT32 = 3,
  PCT_SINT = 4, PCT_UINT = 5, PCT_COUNT = 6
}
 Pixel component format. More...
 
enum  PixelFormat {
  PF_UNKNOWN = 0, PF_L8, PF_BYTE_L = PF_L8, PF_L16,
  PF_SHORT_L = PF_L16, PF_A8, PF_BYTE_A = PF_A8, PF_BYTE_LA,
  PF_R5G6B5, PF_B5G6R5, PF_A4R4G4B4, PF_A1R5G5B5,
  PF_R8G8B8, PF_B8G8R8, PF_A8R8G8B8, PF_A8B8G8R8,
  PF_B8G8R8A8, PF_A2R10G10B10, PF_A2B10G10R10, PF_DXT1,
  PF_DXT2, PF_DXT3, PF_DXT4, PF_DXT5,
  PF_FLOAT16_RGB, PF_FLOAT16_RGBA, PF_FLOAT32_RGB, PF_FLOAT32_RGBA,
  PF_X8R8G8B8, PF_X8B8G8R8, PF_R8G8B8A8, PF_DEPTH16,
  PF_DEPTH = PF_DEPTH16, PF_SHORT_RGBA, PF_R3G3B2, PF_FLOAT16_R,
  PF_FLOAT32_R, PF_SHORT_GR, PF_FLOAT16_GR, PF_FLOAT32_GR,
  PF_SHORT_RGB, PF_PVRTC_RGB2, PF_PVRTC_RGBA2, PF_PVRTC_RGB4,
  PF_PVRTC_RGBA4, PF_PVRTC2_2BPP, PF_PVRTC2_4BPP, PF_R11G11B10_FLOAT,
  PF_R8_UINT, PF_R8G8_UINT, PF_R8G8B8_UINT, PF_R8G8B8A8_UINT,
  PF_R16_UINT, PF_R16G16_UINT, PF_R16G16B16_UINT, PF_R16G16B16A16_UINT,
  PF_R32_UINT, PF_R32G32_UINT, PF_R32G32B32_UINT, PF_R32G32B32A32_UINT,
  PF_R8_SINT, PF_R8G8_SINT, PF_R8G8B8_SINT, PF_R8G8B8A8_SINT,
  PF_R16_SINT, PF_R16G16_SINT, PF_R16G16B16_SINT, PF_R16G16B16A16_SINT,
  PF_R32_SINT, PF_R32G32_SINT, PF_R32G32B32_SINT, PF_R32G32B32A32_SINT,
  PF_R9G9B9E5_SHAREDEXP, PF_BC4_UNORM, PF_BC4_SNORM, PF_BC5_UNORM,
  PF_BC5_SNORM, PF_BC6H_UF16, PF_BC6H_SF16, PF_BC7_UNORM,
  PF_R8, PF_R8G8, PF_RG8 = PF_R8G8, PF_R8_SNORM,
  PF_R8G8_SNORM, PF_R8G8B8_SNORM, PF_R8G8B8A8_SNORM, PF_R16_SNORM,
  PF_R16G16_SNORM, PF_R16G16B16_SNORM, PF_R16G16B16A16_SNORM, PF_ETC1_RGB8,
  PF_ETC2_RGB8, PF_ETC2_RGBA8, PF_ETC2_RGB8A1, PF_ATC_RGB,
  PF_ATC_RGBA_EXPLICIT_ALPHA, PF_ATC_RGBA_INTERPOLATED_ALPHA, PF_ASTC_RGBA_4X4_LDR, PF_ASTC_RGBA_5X4_LDR,
  PF_ASTC_RGBA_5X5_LDR, PF_ASTC_RGBA_6X5_LDR, PF_ASTC_RGBA_6X6_LDR, PF_ASTC_RGBA_8X5_LDR,
  PF_ASTC_RGBA_8X6_LDR, PF_ASTC_RGBA_8X8_LDR, PF_ASTC_RGBA_10X5_LDR, PF_ASTC_RGBA_10X6_LDR,
  PF_ASTC_RGBA_10X8_LDR, PF_ASTC_RGBA_10X10_LDR, PF_ASTC_RGBA_12X10_LDR, PF_ASTC_RGBA_12X12_LDR,
  PF_DEPTH32, PF_DEPTH32F, PF_COUNT, PF_BYTE_RGB = PF_B8G8R8,
  PF_BYTE_BGR = PF_R8G8B8, PF_BYTE_BGRA = PF_A8R8G8B8, PF_BYTE_RGBA = PF_A8B8G8R8
}
 The pixel format used for images, textures, and render surfaces. More...
 
enum  PixelFormatFlags {
  PFF_HASALPHA = 0x00000001, PFF_COMPRESSED = 0x00000002, PFF_FLOAT = 0x00000004, PFF_DEPTH = 0x00000008,
  PFF_NATIVEENDIAN = 0x00000010, PFF_LUMINANCE = 0x00000020, PFF_INTEGER = 0x00000040
}
 Flags defining some on/off properties of pixel formats. More...
 
enum  PolygonMode { PM_POINTS = 1, PM_WIREFRAME = 2, PM_SOLID = 3 }
 The polygon mode to use when rasterising. More...
 
enum  ProfileGroupMask {
  OGREPROF_USER_DEFAULT = 0x00000001, OGREPROF_ALL = 0xFF000000, OGREPROF_GENERAL = 0x80000000, OGREPROF_CULLING = 0x40000000,
  OGREPROF_RENDERING = 0x20000000
}
 List of reserved profiling masks. More...
 
enum  ProjectionType { PT_ORTHOGRAPHIC, PT_PERSPECTIVE }
 Specifies perspective (realistic) or orthographic (architectural) projection. More...
 
enum  PropertyType {
  PROP_SHORT = 0, PROP_UNSIGNED_SHORT = 1, PROP_INT = 2, PROP_UNSIGNED_INT = 3,
  PROP_LONG = 4, PROP_UNSIGNED_LONG = 5, PROP_REAL = 6, PROP_STRING = 7,
  PROP_VECTOR2 = 8, PROP_VECTOR3 = 9, PROP_VECTOR4 = 10, PROP_COLOUR = 11,
  PROP_BOOL = 12, PROP_QUATERNION = 13, PROP_MATRIX3 = 14, PROP_MATRIX4 = 15,
  PROP_UNKNOWN = 999
}
 The type of a property. More...
 
enum  RenderQueueGroupID {
  RENDER_QUEUE_BACKGROUND = 0, RENDER_QUEUE_SKIES_EARLY = 5, RENDER_QUEUE_1 = 10, RENDER_QUEUE_2 = 20,
  RENDER_QUEUE_WORLD_GEOMETRY_1 = 25, RENDER_QUEUE_3 = 30, RENDER_QUEUE_4 = 40, RENDER_QUEUE_MAIN = 50,
  RENDER_QUEUE_6 = 60, RENDER_QUEUE_7 = 70, RENDER_QUEUE_WORLD_GEOMETRY_2 = 75, RENDER_QUEUE_8 = 80,
  RENDER_QUEUE_9 = 90, RENDER_QUEUE_SKIES_LATE = 95, RENDER_QUEUE_OVERLAY = 100, RENDER_QUEUE_MAX = 105,
  RENDER_QUEUE_COUNT
}
 Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between. More...
 
enum  SceneBlendFactor {
  SBF_ONE, SBF_ZERO, SBF_DEST_COLOUR, SBF_SOURCE_COLOUR,
  SBF_ONE_MINUS_DEST_COLOUR, SBF_ONE_MINUS_SOURCE_COLOUR, SBF_DEST_ALPHA, SBF_SOURCE_ALPHA,
  SBF_ONE_MINUS_DEST_ALPHA, SBF_ONE_MINUS_SOURCE_ALPHA
}
 Blending factors for manually blending objects with the scene. More...
 
enum  SceneBlendOperation {
  SBO_ADD, SBO_SUBTRACT, SBO_REVERSE_SUBTRACT, SBO_MIN,
  SBO_MAX
}
 Blending operations controls how objects are blended into the scene. More...
 
enum  SceneBlendType {
  SBT_TRANSPARENT_ALPHA, SBT_TRANSPARENT_COLOUR, SBT_ADD, SBT_MODULATE,
  SBT_REPLACE
}
 Types of blending that you can specify between an object and the existing contents of the scene. More...
 
enum  SceneType {
  ST_GENERIC = 1, ST_EXTERIOR_CLOSE = 2, ST_EXTERIOR_FAR = 4, ST_EXTERIOR_REAL_FAR = 8,
  ST_INTERIOR = 16
}
 
enum  ShadeOptions { SO_FLAT, SO_GOURAUD, SO_PHONG }
 Light shading modes. More...
 
enum  ShadowRenderableFlags { SRF_INCLUDE_LIGHT_CAP = 0x00000001, SRF_INCLUDE_DARK_CAP = 0x00000002, SRF_EXTRUDE_TO_INFINITY = 0x00000004 }
 A set of flags that can be used to influence ShadowRenderable creation. More...
 
enum  ShadowTechnique {
  SHADOWTYPE_NONE = 0x00, SHADOWDETAILTYPE_ADDITIVE = 0x01, SHADOWDETAILTYPE_MODULATIVE = 0x02, SHADOWDETAILTYPE_INTEGRATED = 0x04,
  SHADOWDETAILTYPE_STENCIL = 0x10, SHADOWDETAILTYPE_TEXTURE = 0x20, SHADOWTYPE_STENCIL_MODULATIVE = SHADOWDETAILTYPE_STENCIL | SHADOWDETAILTYPE_MODULATIVE, SHADOWTYPE_STENCIL_ADDITIVE = SHADOWDETAILTYPE_STENCIL | SHADOWDETAILTYPE_ADDITIVE,
  SHADOWTYPE_TEXTURE_MODULATIVE = SHADOWDETAILTYPE_TEXTURE | SHADOWDETAILTYPE_MODULATIVE, SHADOWTYPE_TEXTURE_ADDITIVE = SHADOWDETAILTYPE_TEXTURE | SHADOWDETAILTYPE_ADDITIVE, SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED = SHADOWTYPE_TEXTURE_ADDITIVE | SHADOWDETAILTYPE_INTEGRATED, SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED = SHADOWTYPE_TEXTURE_MODULATIVE | SHADOWDETAILTYPE_INTEGRATED
}
 An enumeration of broad shadow techniques. More...
 
enum  SkeletonAnimationBlendMode { ANIMBLEND_AVERAGE = 0, ANIMBLEND_CUMULATIVE = 1 }
 
enum  SkeletonChunkID {
  SKELETON_HEADER = 0x1000, SKELETON_BLENDMODE = 0x1010, SKELETON_BONE = 0x2000, SKELETON_BONE_PARENT = 0x3000,
  SKELETON_ANIMATION = 0x4000, SKELETON_ANIMATION_BASEINFO = 0x4010, SKELETON_ANIMATION_TRACK = 0x4100, SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
  SKELETON_ANIMATION_LINK = 0x5000
}
 Definition of the OGRE .skeleton file format. More...
 
enum  SkeletonVersion { SKELETON_VERSION_1_0, SKELETON_VERSION_1_8, SKELETON_VERSION_LATEST = 100 }
 Skeleton compatibility versions. More...
 
enum  SortMode { SM_DIRECTION, SM_DISTANCE }
 Function used compute the camera-distance for sorting objects. More...
 
enum  StagingStallType { STALL_NONE, STALL_PARTIAL, STALL_FULL, NUM_STALL_TYPES }
 
enum  StencilOperation {
  SOP_KEEP, SOP_ZERO, SOP_REPLACE, SOP_INCREMENT,
  SOP_DECREMENT, SOP_INCREMENT_WRAP, SOP_DECREMENT_WRAP, SOP_INVERT
}
 Enum describing the various actions which can be taken on the stencil buffer. More...
 
enum  StereoModeType { SMT_NONE = 0x0, SMT_FRAME_SEQUENTIAL }
 Defines the stereo mode types. More...
 
enum  TechniqueType { HIGH_LOD, LOW_LOD, RENDER_COMPOSITE_MAP }
 
enum  TerrainAutoUpdateLodStrategy { NONE = 0, BY_DISTANCE = 1 }
 
enum  TerrainLayerSamplerSemantic { TLSS_ALBEDO = 0, TLSS_NORMAL = 1, TLSS_HEIGHT = 2, TLSS_SPECULAR = 3 }
 Enumeration of types of data that can be read from textures that are specific to a given layer. More...
 
enum  TexCoordCalcMethod {
  TEXCALC_NONE, TEXCALC_ENVIRONMENT_MAP, TEXCALC_ENVIRONMENT_MAP_PLANAR, TEXCALC_ENVIRONMENT_MAP_REFLECTION,
  TEXCALC_ENVIRONMENT_MAP_NORMAL, TEXCALC_PROJECTIVE_TEXTURE
}
 Enum describing the ways to generate texture coordinates. More...
 
enum  TextureAccess { TA_READ = 0x01, TA_WRITE = 0x10, TA_READ_WRITE = TA_READ | TA_WRITE }
 Enum identifying the texture access privilege. More...
 
enum  TextureAddressingMode {
  TAM_WRAP, TAM_MIRROR, TAM_CLAMP, TAM_BORDER,
  TAM_UNKNOWN = 99
}
 Texture addressing modes - default is TAM_WRAP. More...
 
enum  TextureFilterOptions { TFO_NONE, TFO_BILINEAR, TFO_TRILINEAR, TFO_ANISOTROPIC }
 High-level filtering options providing shortcuts to settings the minification, magnification and mip filters. More...
 
enum  TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF, MIP_DEFAULT = -1 }
 Enum identifying special mipmap numbers. More...
 
enum  TextureType {
  TEX_TYPE_1D = 1, TEX_TYPE_2D = 2, TEX_TYPE_3D = 3, TEX_TYPE_CUBE_MAP = 4,
  TEX_TYPE_2D_ARRAY = 5, TEX_TYPE_2D_RECT = 6, TEX_TYPE_EXTERNAL_OES = 7
}
 Enum identifying the texture type. More...
 
enum  TextureUsage {
  TU_STATIC = HBU_GPU_TO_CPU, TU_DYNAMIC = HBU_CPU_ONLY, TU_WRITE_ONLY = HBU_DETAIL_WRITE_ONLY, TU_STATIC_WRITE_ONLY = HBU_GPU_ONLY,
  TU_DYNAMIC_WRITE_ONLY = HBU_CPU_TO_GPU, TU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HBU_CPU_TO_GPU, TU_AUTOMIPMAP = 0x10, TU_RENDERTARGET = 0x20,
  TU_NOT_SRV = 0x40, TU_UAV = 0x80, TU_UAV_NOT_SRV = TU_UAV | TU_NOT_SRV, TU_DEFAULT = TU_AUTOMIPMAP | HBU_GPU_ONLY,
  TU_NOTSHADERRESOURCE = TU_NOT_SRV
}
 Enum identifying the texture usage. More...
 
enum  TrackVertexColourEnum {
  TVC_NONE = 0x0, TVC_AMBIENT = 0x1, TVC_DIFFUSE = 0x2, TVC_SPECULAR = 0x4,
  TVC_EMISSIVE = 0x8
}
 
enum  UnmapOptions { UO_UNMAP_ALL, UO_KEEP_PERSISTENT }
 
enum  VertexAnimationType { VAT_NONE = 0, VAT_MORPH = 1, VAT_POSE = 2 }
 Type of vertex animation. More...
 
enum  VertexElementSemantic {
  VES_POSITION = 1, VES_BLEND_WEIGHTS = 2, VES_BLEND_INDICES = 3, VES_NORMAL = 4,
  VES_COLOUR = 5, VES_COLOUR2 = 6, VES_TEXTURE_COORDINATES = 7, VES_BINORMAL = 8,
  VES_TANGENT = 9, VES_COUNT = 9, VES_DIFFUSE = VES_COLOUR, VES_SPECULAR = VES_COLOUR2
}
 Vertex element semantics, used to identify the meaning of vertex buffer contents. More...
 
enum  VertexElementType {
  VET_FLOAT1 = 0, VET_FLOAT2 = 1, VET_FLOAT3 = 2, VET_FLOAT4 = 3,
  VET_COLOUR = 4, VET_SHORT1 = 5, VET_SHORT2 = 6, VET_SHORT3 = 7,
  VET_SHORT4 = 8, VET_UBYTE4 = 9, VET_COLOUR_ARGB = 10, VET_COLOUR_ABGR = 11,
  VET_DOUBLE1 = 12, VET_DOUBLE2 = 13, VET_DOUBLE3 = 14, VET_DOUBLE4 = 15,
  VET_USHORT1 = 16, VET_USHORT2 = 17, VET_USHORT3 = 18, VET_USHORT4 = 19,
  VET_INT1 = 20, VET_INT2 = 21, VET_INT3 = 22, VET_INT4 = 23,
  VET_UINT1 = 24, VET_UINT2 = 25, VET_UINT3 = 26, VET_UINT4 = 27,
  VET_BYTE4 = 28, VET_BYTE4_NORM = 29, VET_UBYTE4_NORM = 30, VET_SHORT2_NORM = 31,
  VET_SHORT4_NORM = 32, VET_USHORT2_NORM = 33, VET_USHORT4_NORM = 34
}
 Vertex element type, used to identify the base types of the vertex contents. More...
 
enum  WaveformType {
  WFT_SINE, WFT_TRIANGLE, WFT_SQUARE, WFT_SAWTOOTH,
  WFT_INVERSE_SAWTOOTH, WFT_PWM
}
 Enumerates the wave types usable with the Ogre engine. More...
 

Functions

DataStreamPtr _openFileStream (const String &path, std::ios::openmode mode, const String &name="")
 internal method to open a FileStreamDataStream More...
 
template<class T >
static void advanceRawPointer (const T *&ptr, ptrdiff_t offset)
 Advance the pointer with raw offset. More...
 
template<class T >
static void advanceRawPointer (T *&ptr, ptrdiff_t offset)
 
size_t alignToNextMultiple (size_t offset, size_t alignment)
 Aligns the input 'offset' to the next multiple of 'alignment'. More...
 
template<typename ValueType >
ValueType * any_cast (Any *operand)
 
template<typename ValueType >
ValueType any_cast (const Any &operand)
 
template<typename ValueType >
const ValueType * any_cast (const Any *operand)
 
uint32 calcHash (const String &str)
 
uint32 calcHash (const StringVector &vec)
 
uint32 calcHash (const void *data, size_t size)
 
void checkForCgError (const String &ogreMethod, const String &errorTextPrefix, CGcontext context)
 Utility function, checks Cg for errors, throw exception if detected. More...
 
String DXGetErrorDescription (HRESULT hr)
 
template<typename T >
T::iterator efficientVectorRemove (T &container, typename T::iterator &iterator)
 Used for efficient removal in std::vector and std::deque (like an std::list) However it assumes the order of elements in container is not important or something external to the container holds the index of an element in it (but still should be kept deterministically across machines) Basically it swaps the iterator with the last iterator, and pops back Returns the next iterator. More...
 
uint32 FastHash (const char *data, size_t len, uint32 hashSoFar=0)
 Fast general hashing algorithm. More...
 
int _OgreExport findCommandLineOpts (int numargs, char **argv, UnaryOptionList &unaryOptList, BinaryOptionList &binOptList)
 Locate command-line options of the unary form '-blah' and of the binary form '-blah foo', passing back the index of the next non-option. More...
 
_OgreGLExport GLNativeSupportgetGLSupport (int profile=GLNativeSupport::CONTEXT_CORE)
 
String getObjectInfo (GLuint obj)
 just return the info without logging it More...
 
const char * glErrorToString (GLenum glErr)
 
template<typename T >
uint32 HashCombine (uint32 hashSoFar, const T &data)
 Combine hashes with same style as boost::hash_combine. More...
 
bool IsWorkingUnderNsight ()
 
String logObjectInfo (const String &msg, GLuint obj)
 If there is a message in GL info log then post it in the Ogre Log. More...
 
void MurmurHash3_128 (const void *key, size_t len, uint32_t seed, void *out)
 
void _OgreExport MurmurHash3_x64_128 (const void *key, size_t len, uint32_t seed, void *out)
 
void _OgreExport MurmurHash3_x86_128 (const void *key, size_t len, uint32_t seed, void *out)
 
void _OgreExport MurmurHash3_x86_32 (const void *key, size_t len, uint32_t seed, void *out)
 
template<class T >
bool operator!= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
_OgreExport bool operator!= (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
 
Affine3 operator* (const Affine3 &m, const Affine3 &m2)
 
Vector3 operator* (const Affine3 &m, const Vector3 &v)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
Vector4 operator* (const Affine3 &m, const Vector4 &v)
 
Vector3 operator* (const Matrix3 &m, const Vector3 &v)
 Matrix * vector [3x3 * 3x1 = 3x1]. More...
 
Matrix4 operator* (const Matrix4 &m, const Matrix4 &m2)
 
Vector3 operator* (const Matrix4 &m, const Vector3 &v)
 Vector transformation using '*'. More...
 
Vector4 operator* (const Matrix4 &m, const Vector4 &v)
 
Plane operator* (const Matrix4 &mat, const Plane &p)
 
Vector4 operator* (const Vector4 &v, const Matrix4 &mat)
 
Degree operator* (float a, const Degree &b)
 
Radian operator* (float a, const Radian &b)
 
Matrix4 operator+ (const Matrix4 &m, const Matrix4 &m2)
 Matrix addition. More...
 
Matrix4 operator- (const Matrix4 &m, const Matrix4 &m2)
 Matrix subtraction. More...
 
Degree operator/ (float a, const Degree &b)
 
Radian operator/ (float a, const Radian &b)
 
template<class T >
bool operator< (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
template<typename T >
std::ostream & operator<< (std::ostream &o, const TRect< T > &r)
 
template<class T >
bool operator<= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
template<class T >
bool operator== (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
_OgreExport bool operator== (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
 
template<class T >
bool operator> (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
template<class T >
bool operator>= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT
 
bool OrderParamVecByKey (const std::pair< IdString, String > &_left, const std::pair< IdString, String > &_right)
 
template<class T >
static const T * rawOffsetPointer (const T *ptr, ptrdiff_t offset)
 Returns raw offseted of the given pointer. More...
 
template<class T >
static T * rawOffsetPointer (T *ptr, ptrdiff_t offset)
 
template<class T >
void swap (ComPtr< T > &a, ComPtr< T > &b)
 
String to_string (const ColourValue &v)
 
String to_string (const DriverVersion &v)
 
String to_string (const GpuProgramType &v)
 
String to_string (const Matrix3 &v)
 
String to_string (const Matrix4 &v)
 
String to_string (const Quaternion &v)
 
String to_string (const Vector2 &v)
 
String to_string (const Vector3 &v)
 
String to_string (const Vector4 &v)
 
String to_string (GPUVendor v)
 
const Stringto_string (PixelFormat v)
 

Variables

const String BLANKSTRING
 Constant blank string, useful for returning by ref where local does not exist. More...
 
const String FilePatterns [] = { "_vs", "_fs", "_gs", "_ds", "_hs" }
 
static unsigned int modeCount = 0
 
static unsigned int modeCount = 0
 
const _OgreExport char *const RGN_AUTODETECT
 Special resource group name which causes resource group to be automatically determined based on searching for the resource in all groups. More...
 
const _OgreExport char *const RGN_DEFAULT
 Default resource group name. More...
 
const _OgreExport char *const RGN_INTERNAL
 Internal resource group name (should be used by OGRE internal only) More...
 
const SPFMDeleteT SPFM_DELETE_T
 
const SPFMNone SPFM_NONE
 

Detailed Description

Author
Jon Anderson

This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/

Copyright (c) 2000-2014 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

Typedef Documentation

◆ String

◆ uint32

typedef unsigned int Ogre::uint32

◆ uint16

typedef unsigned short Ogre::uint16

◆ uint8

typedef unsigned char Ogre::uint8

◆ int32

typedef int Ogre::int32

◆ int16

typedef short Ogre::int16

◆ int8

typedef signed char Ogre::int8

◆ uint64

typedef unsigned long long Ogre::uint64

◆ int64

typedef long long Ogre::int64

◆ Real

typedef float Ogre::Real

Software floating point type.

Note
Not valid as a pointer to GPU buffers / parameters

◆ uchar

typedef unsigned char Ogre::uchar

In order to avoid finger-aches :)

◆ ushort

typedef unsigned short Ogre::ushort

◆ uint

typedef unsigned int Ogre::uint

◆ ulong

typedef unsigned long Ogre::ulong

◆ ParticleSystemRendererFactory

◆ Vector2

typedef Vector<2, Real> Ogre::Vector2

◆ Vector2i

typedef Vector<2, int> Ogre::Vector2i

◆ Vector3

typedef Vector<3, Real> Ogre::Vector3

◆ Vector3f

typedef Vector<3, float> Ogre::Vector3f

◆ Vector3i

typedef Vector<3, int> Ogre::Vector3i

◆ Vector4

typedef Vector<4, Real> Ogre::Vector4

◆ Vector4f

typedef Vector<4, float> Ogre::Vector4f

◆ AnimableValuePtr

◆ CompositorPtr

◆ DataStreamPtr

◆ GpuProgramPtr

◆ GpuNamedConstantsPtr

◆ GpuLogicalBufferStructPtr

◆ GpuSharedParametersPtr

◆ GpuProgramParametersPtr

◆ GpuProgramParametersSharedPtr

◆ HardwareBufferPtr

◆ HardwareIndexBufferSharedPtr

◆ HardwarePixelBufferSharedPtr

◆ HardwareUniformBufferSharedPtr

◆ HardwareCounterBufferSharedPtr

◆ HardwareVertexBufferSharedPtr

◆ HighLevelGpuProgramPtr

◆ MaterialPtr

◆ MemoryDataStreamPtr

◆ MeshPtr

◆ PatchMeshPtr

◆ RenderToVertexBufferSharedPtr

◆ ResourcePtr

◆ ShadowCameraSetupPtr

◆ SkeletonPtr

◆ TexturePtr

◆ AtomicScalar

template<class T >
using Ogre::AtomicScalar = typedef std::atomic<T>
Deprecated:
use std::atomic

◆ _StringBase

typedef std::string Ogre::_StringBase

◆ _StringStreamBase

typedef std::basic_stringstream<char,std::char_traits<char>,std::allocator<char> > Ogre::_StringStreamBase

◆ StringStream

◆ stringstream

◆ aligned_vector

template<typename T , size_t Alignment = OGRE_SIMD_ALIGNMENT>
using Ogre::aligned_vector = typedef std::vector<T, AlignedAllocator<T, Alignment> >

◆ ResourceHandle

typedef size_t Ogre::ResourceHandle

◆ WindowEventListener

◆ WindowEventUtilities

◆ IdType

Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit.

◆ LodCollapseCostPtr

◆ LodCollapserPtr

typedef shared_ptr<LodCollapser> Ogre::LodCollapserPtr

◆ LodDataPtr

typedef shared_ptr<LodData> Ogre::LodDataPtr

◆ LodInputProviderPtr

◆ LodOutputProviderPtr

◆ MeshLodAlloc

typedef GeneralAllocatedObject Ogre::MeshLodAlloc

◆ PageAlloc

typedef GeneralAllocatedObject Ogre::PageAlloc

◆ PageID

Identifier for a page.

◆ RTShaderSystemAlloc

typedef GeneralAllocatedObject Ogre::RTShaderSystemAlloc

◆ TerrainAlloc

typedef GeneralAllocatedObject Ogre::TerrainAlloc

◆ SM2Profile

◆ D3D11HardwareBufferManagerBase

◆ MicroCode

typedef std::vector<byte> Ogre::MicroCode

◆ D3D11HLSLProgramPtr

◆ D3D11TexturePtr

◆ D3D9GpuProgramPtr

◆ D3D9HLSLProgramPtr

◆ D3D9TexturePtr

◆ GLHardwareBuffer

◆ GLGpuProgramPtr

typedef shared_ptr<GLGpuProgram> Ogre::GLGpuProgramPtr

◆ GLTexturePtr

typedef shared_ptr<GLTexture> Ogre::GLTexturePtr

◆ GL3PlusContext

◆ GL3PlusRTTManager

◆ GLSLShaderPtr

typedef shared_ptr<GLSLShader> Ogre::GLSLShaderPtr

◆ GL3PlusTexturePtr

◆ GL3PlusTexturePtrList

◆ TexturePtrList

typedef std::vector<TexturePtr> Ogre::TexturePtrList

◆ GLAtomicCounterReferenceList

◆ GLAtomicCounterReferenceIterator

typedef GLAtomicCounterReferenceList::iterator Ogre::GLAtomicCounterReferenceIterator

◆ GLCounterBufferList

◆ GLCounterBufferIterator

typedef GLCounterBufferList::iterator Ogre::GLCounterBufferIterator

◆ GLES2Context

◆ GLES2GpuProgramPtr

typedef shared_ptr<GLES2GpuProgram> Ogre::GLES2GpuProgramPtr

◆ GLES2TexturePtr

typedef shared_ptr<GLES2Texture> Ogre::GLES2TexturePtr

◆ GLUniformReferenceList

◆ GLUniformReferenceIterator

typedef GLUniformReferenceList::iterator Ogre::GLUniformReferenceIterator

◆ GLUniformBufferList

◆ GLUniformBufferIterator

typedef GLUniformBufferList::iterator Ogre::GLUniformBufferIterator

◆ SharedParamsBufferMap

◆ GLShaderList

◆ StateCacheAlloc

typedef GeneralAllocatedObject Ogre::StateCacheAlloc

◆ MetalDiscardBufferVec

◆ StagingBuffer

Enumeration Type Documentation

◆ MeshVersion

Mesh compatibility versions.

Enumerator
MESH_VERSION_LATEST 

Latest version available.

MESH_VERSION_1_10 

OGRE version v1.10+.

MESH_VERSION_1_8 

OGRE version v1.8+.

MESH_VERSION_1_7 

OGRE version v1.7+.

MESH_VERSION_1_4 

OGRE version v1.4+.

MESH_VERSION_1_0 

OGRE version v1.0+.

MESH_VERSION_LEGACY 

Legacy versions, DO NOT USE for writing.

◆ SkeletonVersion

Skeleton compatibility versions.

Enumerator
SKELETON_VERSION_1_0 

OGRE version v1.0+.

SKELETON_VERSION_1_8 

OGRE version v1.8+.

SKELETON_VERSION_LATEST 

Latest version available.

◆ D3D9ResourceCreationPolicy

Enumerator
RCP_CREATE_ON_ACTIVE_DEVICE 

Creates the rendering resource on the current active device that needs it.

This policy should be used when video memory consumption should be minimized but it might cause some performance issues when using loader resource thread since a resource that was not created on specified device will be created on demand during the rendering process and might cause the FPS to drop down.

RCP_CREATE_ON_ALL_DEVICES 

Create the rendering resource on every existing device.

This policy should be used when working intensively with a background loader thread. In that case when multiple devices exist, the resource will be created on each device and will be ready to use in the rendering thread. The draw back can be some video memory waste in case that each device render different scene and doesn't really need all the resources.

◆ StagingStallType

Enumerator
STALL_NONE 

Next map will not stall.

STALL_PARTIAL 

Next map call will cause a stall.

We can't predict how long, but on average should be small. You should consider doing something else then try again.

STALL_FULL 

The whole pipeline is brought to a stop.

We have to wait for the GPU to finish all operations issued so far. This can be very expensive. Grab a different StagingBuffer.

NUM_STALL_TYPES 

◆ MappingState

Enumerator
MS_UNMAPPED 
MS_MAPPED 
NUM_MAPPING_STATE 

◆ UnmapOptions

Enumerator
UO_UNMAP_ALL 

Unmaps all types of mapping, including persistent buffers.

UO_KEEP_PERSISTENT 

When unmapping, unmap() will keep persistent buffers mapped.

Further calls to map will only do some error checking

Function Documentation

◆ MurmurHash3_x86_32()

void _OgreExport Ogre::MurmurHash3_x86_32 ( const void *  key,
size_t  len,
uint32_t  seed,
void *  out 
)

Referenced by calcHash().

◆ MurmurHash3_x86_128()

void _OgreExport Ogre::MurmurHash3_x86_128 ( const void *  key,
size_t  len,
uint32_t  seed,
void *  out 
)

Referenced by MurmurHash3_128().

◆ MurmurHash3_x64_128()

void _OgreExport Ogre::MurmurHash3_x64_128 ( const void *  key,
size_t  len,
uint32_t  seed,
void *  out 
)

Referenced by MurmurHash3_128().

◆ MurmurHash3_128()

void Ogre::MurmurHash3_128 ( const void *  key,
size_t  len,
uint32_t  seed,
void *  out 
)
inline

◆ checkForCgError()

void Ogre::checkForCgError ( const String ogreMethod,
const String errorTextPrefix,
CGcontext  context 
)

Utility function, checks Cg for errors, throw exception if detected.

Parameters
ogreMethodOgre method name, as Class::method
errorTextPrefixThe text to prefix the Cg error text with
context

◆ IsWorkingUnderNsight()

bool Ogre::IsWorkingUnderNsight ( )

◆ DXGetErrorDescription()

String Ogre::DXGetErrorDescription ( HRESULT  hr)

◆ glErrorToString()

const char* Ogre::glErrorToString ( GLenum  glErr)
inline

◆ logObjectInfo()

String Ogre::logObjectInfo ( const String msg,
GLuint  obj 
)

If there is a message in GL info log then post it in the Ogre Log.

Parameters
msgThe info log message string is appended to this string
objThe GL object that is used to retrieve the info log

◆ getObjectInfo()

String Ogre::getObjectInfo ( GLuint  obj)

just return the info without logging it

◆ getGLSupport()

_OgreGLExport GLNativeSupport* Ogre::getGLSupport ( int  profile = GLNativeSupport::CONTEXT_CORE)

◆ alignToNextMultiple()

size_t Ogre::alignToNextMultiple ( size_t  offset,
size_t  alignment 
)
inline

Aligns the input 'offset' to the next multiple of 'alignment'.

Alignment can be any value except 0. Some examples:

alignToNextMultiple( 0, 4 ) = 0; alignToNextMultiple( 1, 4 ) = 4; alignToNextMultiple( 2, 4 ) = 4; alignToNextMultiple( 3, 4 ) = 4; alignToNextMultiple( 4, 4 ) = 4; alignToNextMultiple( 5, 4 ) = 8;

alignToNextMultiple( 0, 3 ) = 0; alignToNextMultiple( 1, 3 ) = 3;

◆ efficientVectorRemove()

template<typename T >
T::iterator Ogre::efficientVectorRemove ( T &  container,
typename T::iterator &  iterator 
)

Used for efficient removal in std::vector and std::deque (like an std::list) However it assumes the order of elements in container is not important or something external to the container holds the index of an element in it (but still should be kept deterministically across machines) Basically it swaps the iterator with the last iterator, and pops back Returns the next iterator.

Variable Documentation

◆ modeCount [1/2]

unsigned int Ogre::modeCount = 0
static

◆ modeCount [2/2]

unsigned int Ogre::modeCount = 0
static