OGRE  13.6
Object-Oriented Graphics Rendering Engine
Ogre::RenderTarget Class Referenceabstract

A 'canvas' which can receive the results of a rendering operation. More...

#include <OgreRenderTarget.h>

+ Inheritance diagram for Ogre::RenderTarget:

Classes

struct  FrameStats
 

Public Types

enum  FrameBuffer { FB_FRONT , FB_BACK , FB_AUTO }
 

Public Member Functions

 RenderTarget ()
 
virtual ~RenderTarget ()
 
virtual void _beginUpdate ()
 Method for manual management of rendering : fires 'preRenderTargetUpdate' and initialises statistics etc. More...
 
virtual void _detachDepthBuffer ()
 Detaches DepthBuffer without notifying it from the detach. More...
 
virtual void _endUpdate ()
 Method for manual management of rendering - finishes statistics calculation and fires 'postRenderTargetUpdate'. More...
 
virtual void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify a render target that a camera has been removed, in case it was referring to it as a viewer. More...
 
virtual void _updateAutoUpdatedViewports (bool updateStatistics=true)
 Method for manual management of rendering - renders only viewports that are auto updated. More...
 
virtual void _updateViewport (int zorder, bool updateStatistics=true)
 Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) More...
 
virtual void _updateViewport (Viewport *viewport, bool updateStatistics=true)
 Method for manual management of rendering - renders the given viewport (even if it is not autoupdated) More...
 
virtual void addListener (RenderTargetListener *listener)
 Add a listener to this RenderTarget which will be called back before & after rendering. More...
 
virtual ViewportaddViewport (Camera *cam, int ZOrder=0, float left=0.0f, float top=0.0f, float width=1.0f, float height=1.0f)
 Adds a viewport to the rendering target. More...
 
virtual bool attachDepthBuffer (DepthBuffer *depthBuffer)
 
virtual void copyContentsToMemory (const Box &src, const PixelBox &dst, FrameBuffer buffer=FB_AUTO)=0
 Copies the current contents of the render target to a pixelbox. More...
 
void copyContentsToMemory (const PixelBox &dst, FrameBuffer buffer=FB_AUTO)
 This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
 
virtual void detachDepthBuffer ()
 
uint getCustomAttribute (const String &name)
 simplified API for bindings More...
 
virtual void getCustomAttribute (const String &name, void *pData)
 Retrieve a platform or API-specific piece of information. More...
 
DepthBuffergetDepthBuffer () const
 
uint16 getDepthBufferPool () const
 
virtual uint getFSAA () const
 Indicates whether multisampling is performed on rendering and at what level. More...
 
virtual const StringgetFSAAHint () const
 RenderSystem specific FSAA option. See RenderSystem::_createRenderWindow for details. More...
 
virtual uint32 getHeight (void) const
 
void getMetrics (unsigned int &width, unsigned int &height)
 Retrieve information about the render target. More...
 
virtual const StringgetName (void) const
 Retrieve target's name. More...
 
virtual unsigned short getNumViewports (void) const
 Returns the number of viewports attached to this target. More...
 
virtual uchar getPriority () const
 Gets the priority of a render target. More...
 
const FrameStatsgetStatistics (void) const
 Retrieves details of current rendering performance. More...
 
virtual ViewportgetViewport (unsigned short index)
 Retrieves a pointer to the viewport with the given index. More...
 
virtual ViewportgetViewportByZOrder (int ZOrder)
 Retrieves a pointer to the viewport with the given Z-order. More...
 
virtual uint32 getWidth (void) const
 
virtual bool hasViewportWithZOrder (int ZOrder)
 Returns true if and only if a viewport exists at the given Z-order. More...
 
virtual void insertListener (RenderTargetListener *listener, const unsigned int pos=0)
 same as addListener, but force the position in the vector, so we can control the call order More...
 
virtual bool isActive () const
 Used to retrieve or set the active state of the render target. More...
 
virtual bool isAutoUpdated (void) const
 Gets whether this target is automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used. More...
 
virtual bool isHardwareGammaEnabled () const
 Indicates whether on rendering, linear colour space is converted to sRGB gamma colour space. More...
 
virtual bool isPrimary (void) const
 Indicates whether this target is the primary window. More...
 
virtual bool isStereoEnabled (void) const
 Indicates whether stereo is currently enabled for this target. More...
 
virtual void removeAllListeners (void)
 Removes all listeners from this instance. More...
 
virtual void removeAllViewports (void)
 Removes all viewports on this target. More...
 
virtual void removeListener (RenderTargetListener *listener)
 Removes a RenderTargetListener previously registered using addListener. More...
 
virtual void removeViewport (int ZOrder)
 Removes a viewport at a given Z-order. More...
 
virtual bool requiresTextureFlipping () const =0
 
void resetStatistics (void)
 Resets saved frame-rate statistices. More...
 
virtual void setActive (bool state)
 Used to set the active state of the render target. More...
 
virtual void setAutoUpdated (bool autoupdate)
 Sets whether this target should be automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used. More...
 
void setDepthBufferPool (uint16 poolId)
 Sets the pool ID this RenderTarget should query from. More...
 
virtual void setFSAA (uint fsaa, const String &fsaaHint)
 Set the level of multisample AA to be used if hardware support it. More...
 
virtual void setPriority (uchar priority)
 Sets the priority of this render target in relation to the others. More...
 
virtual PixelFormat suggestPixelFormat () const
 Suggests a pixel format to use for extracting the data in this target, when calling copyContentsToMemory. More...
 
virtual void swapBuffers ()
 Swaps the frame buffers to display the next frame. More...
 
virtual void update (bool swapBuffers=true)
 Tells the target to update it's contents. More...
 
void writeContentsToFile (const String &filename)
 Writes the current contents of the render target to the named file. More...
 
virtual String writeContentsToTimestampedFile (const String &filenamePrefix, const String &filenameSuffix)
 Writes the current contents of the render target to the (PREFIX)(time-stamp)(SUFFIX) file. More...
 

Detailed Description

A 'canvas' which can receive the results of a rendering operation.

Remarks
This abstract class defines a common root to all targets of rendering operations. A render target could be a window on a screen, or another offscreen surface like a texture or bump map etc.
Author
Steven Streeting
Version
1.0

Member Enumeration Documentation

◆ FrameBuffer

Enumerator
FB_FRONT 
FB_BACK 
FB_AUTO 

Constructor & Destructor Documentation

◆ RenderTarget()

Ogre::RenderTarget::RenderTarget ( )

◆ ~RenderTarget()

virtual Ogre::RenderTarget::~RenderTarget ( )
virtual

Member Function Documentation

◆ getName()

virtual const String& Ogre::RenderTarget::getName ( void  ) const
virtual

Retrieve target's name.

◆ getMetrics()

void Ogre::RenderTarget::getMetrics ( unsigned int &  width,
unsigned int &  height 
)

Retrieve information about the render target.

◆ getWidth()

virtual uint32 Ogre::RenderTarget::getWidth ( void  ) const
virtual

◆ getHeight()

virtual uint32 Ogre::RenderTarget::getHeight ( void  ) const
virtual

◆ setDepthBufferPool()

void Ogre::RenderTarget::setDepthBufferPool ( uint16  poolId)

Sets the pool ID this RenderTarget should query from.

Default value is POOL_DEFAULT. Set to POOL_NO_DEPTH to avoid using a DepthBuffer (or manually controlling it)

See also
DepthBuffer
Remarks
Changing the pool Id will cause the current depth buffer to be detached unless the old id and the new one are the same

◆ getDepthBufferPool()

uint16 Ogre::RenderTarget::getDepthBufferPool ( ) const

◆ getDepthBuffer()

DepthBuffer* Ogre::RenderTarget::getDepthBuffer ( ) const

◆ attachDepthBuffer()

◆ detachDepthBuffer()

◆ _detachDepthBuffer()

virtual void Ogre::RenderTarget::_detachDepthBuffer ( )
virtual

Detaches DepthBuffer without notifying it from the detach.

Useful when called from the DepthBuffer while it iterates through attached RenderTargets (

See also
DepthBuffer::_setPoolId())

Reimplemented in Ogre::GLES2FBORenderTexture, Ogre::GLES2FBOMultiRenderTarget, Ogre::GL3PlusFBORenderTexture, Ogre::GL3PlusFBOMultiRenderTarget, Ogre::GLFBORenderTexture, and Ogre::GLFBOMultiRenderTarget.

◆ update()

virtual void Ogre::RenderTarget::update ( bool  swapBuffers = true)
virtual

Tells the target to update it's contents.

Remarks
If OGRE is not running in an automatic rendering loop (started using Root::startRendering), the user of the library is responsible for asking each render target to refresh. This is the method used to do this. It automatically re-renders the contents of the target using whatever cameras have been pointed at it (using Camera::setRenderTarget).
This allows OGRE to be used in multi-windowed utilities and for contents to be refreshed only when required, rather than constantly as with the automatic rendering loop.
Parameters
swapBuffersFor targets that support double-buffering, if set to true, the target will immediately swap it's buffers after update. Otherwise, the buffers are not swapped, and you have to call swapBuffers yourself sometime later. You might want to do this on some rendersystems which pause for queued rendering commands to complete before accepting swap buffers calls - so you could do other CPU tasks whilst the queued commands complete. Or, you might do this if you want custom control over your windows, such as for externally created windows.

Reimplemented in Ogre::D3D9MultiRenderTarget, and Ogre::D3D9RenderTexture.

◆ swapBuffers()

virtual void Ogre::RenderTarget::swapBuffers ( void  )
inlinevirtual

Swaps the frame buffers to display the next frame.

Remarks
For targets that are double-buffered so that no 'in-progress' versions of the scene are displayed during rendering. Once rendering has completed (to an off-screen version of the window) the buffers are swapped to display the new frame.

Reimplemented in Ogre::VulkanWindow, Ogre::MetalRenderWindow, Ogre::MetalRenderTexture, Ogre::TinyWindow, Ogre::GLES2FBORenderTexture, Ogre::GL3PlusFBORenderTexture, Ogre::GLFBORenderTexture, Ogre::D3D9RenderTexture, Ogre::D3D9RenderWindow, and Ogre::D3D11RenderWindowSwapChainBased.

◆ addViewport()

virtual Viewport* Ogre::RenderTarget::addViewport ( Camera cam,
int  ZOrder = 0,
float  left = 0.0f,
float  top = 0.0f,
float  width = 1.0f,
float  height = 1.0f 
)
virtual

Adds a viewport to the rendering target.

Remarks
A viewport is the rectangle into which rendering output is sent. This method adds a viewport to the render target, rendering from the supplied camera. The rest of the parameters are only required if you wish to add more than one viewport to a single rendering target. Note that size information passed to this method is passed as a parametric, i.e. it is relative rather than absolute. This is to allow viewports to automatically resize along with the target.
Parameters
camThe camera from which the viewport contents will be rendered (mandatory)
ZOrderThe relative order of the viewport with others on the target (allows overlapping viewports i.e. picture-in-picture). Higher Z-orders are on top of lower ones. The actual number is irrelevant, only the relative Z-order matters (you can leave gaps in the numbering)
leftThe relative position of the left of the viewport on the target, as a value between 0 and 1.
topThe relative position of the top of the viewport on the target, as a value between 0 and 1.
widthThe relative width of the viewport on the target, as a value between 0 and 1.
heightThe relative height of the viewport on the target, as a value between 0 and 1.

◆ getNumViewports()

virtual unsigned short Ogre::RenderTarget::getNumViewports ( void  ) const
virtual

Returns the number of viewports attached to this target.

◆ getViewport()

virtual Viewport* Ogre::RenderTarget::getViewport ( unsigned short  index)
virtual

Retrieves a pointer to the viewport with the given index.

◆ getViewportByZOrder()

virtual Viewport* Ogre::RenderTarget::getViewportByZOrder ( int  ZOrder)
virtual

Retrieves a pointer to the viewport with the given Z-order.

Remarks
throws if not found.

◆ hasViewportWithZOrder()

virtual bool Ogre::RenderTarget::hasViewportWithZOrder ( int  ZOrder)
virtual

Returns true if and only if a viewport exists at the given Z-order.

◆ removeViewport()

virtual void Ogre::RenderTarget::removeViewport ( int  ZOrder)
virtual

Removes a viewport at a given Z-order.

◆ removeAllViewports()

virtual void Ogre::RenderTarget::removeAllViewports ( void  )
virtual

Removes all viewports on this target.

◆ getStatistics()

const FrameStats& Ogre::RenderTarget::getStatistics ( void  ) const
inline

Retrieves details of current rendering performance.

◆ resetStatistics()

void Ogre::RenderTarget::resetStatistics ( void  )

Resets saved frame-rate statistices.

◆ getCustomAttribute() [1/2]

virtual void Ogre::RenderTarget::getCustomAttribute ( const String name,
void *  pData 
)
virtual

Retrieve a platform or API-specific piece of information.

This method of retrieving information should only be used if you know what you're doing.

Name Description
WINDOW The native window handle. (X11 Window XID/ HWND / NSWindow*)
HWND deprecated (same as WINDOW)
GL_FBOID the id of the OpenGL framebuffer object
GL_MULTISAMPLEFBOID the id of the OpenGL framebuffer object used for multisampling
GLFBO id of the screen OpenGL framebuffer object on iOS
GLCONTEXT deprecated, do not use
FBO deprecated, do not use
TARGET deprecated, do not use
XDISPLAY The X Display connection behind that context.
DISPLAYNAME The X Server name for the connected display.
ATOM The X Atom used in client delete events.
VIEW Cocoa NSView*
NSOPENGLCONTEXT Cocoa NSOpenGLContext*
NSOPENGLPIXELFORMAT Cocoa NSOpenGLPixelFormat*
Parameters
nameThe name of the attribute.
pDataPointer to memory of the right kind of structure to receive the info.

Reimplemented in Ogre::GLES2FBORenderTexture, Ogre::GLES2FBOMultiRenderTarget, Ogre::GL3PlusFBORenderTexture, Ogre::GL3PlusFBOMultiRenderTarget, Ogre::GLPBRenderTexture, Ogre::GLFBORenderTexture, Ogre::GLFBOMultiRenderTarget, Ogre::GLCopyingRenderTexture, Ogre::MetalRenderWindow, Ogre::MetalRenderTexture, Ogre::MetalMultiRenderTarget, Ogre::D3D9RenderTexture, Ogre::D3D9RenderWindow, Ogre::D3D9MultiRenderTarget, and Ogre::D3D11RenderWindowBase.

◆ getCustomAttribute() [2/2]

uint Ogre::RenderTarget::getCustomAttribute ( const String name)
inline

simplified API for bindings

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

◆ addListener()

virtual void Ogre::RenderTarget::addListener ( RenderTargetListener listener)
virtual

Add a listener to this RenderTarget which will be called back before & after rendering.

Remarks
If you want notifications before and after a target is updated by the system, use this method to register your own custom RenderTargetListener class. This is useful for potentially adding your own manual rendering commands before and after the 'normal' system rendering.
NB this should not be used for frame-based scene updates, use Root::addFrameListener for that.

◆ insertListener()

virtual void Ogre::RenderTarget::insertListener ( RenderTargetListener listener,
const unsigned int  pos = 0 
)
virtual

same as addListener, but force the position in the vector, so we can control the call order

◆ removeListener()

virtual void Ogre::RenderTarget::removeListener ( RenderTargetListener listener)
virtual

Removes a RenderTargetListener previously registered using addListener.

◆ removeAllListeners()

virtual void Ogre::RenderTarget::removeAllListeners ( void  )
virtual

Removes all listeners from this instance.

◆ setPriority()

virtual void Ogre::RenderTarget::setPriority ( uchar  priority)
inlinevirtual

Sets the priority of this render target in relation to the others.

Remarks
This can be used in order to schedule render target updates. Lower priorities will be rendered first. Note that the priority must be set at the time the render target is attached to the render system, changes afterwards will not affect the ordering.

◆ getPriority()

virtual uchar Ogre::RenderTarget::getPriority ( ) const
inlinevirtual

Gets the priority of a render target.

◆ isActive()

virtual bool Ogre::RenderTarget::isActive ( ) const
virtual

Used to retrieve or set the active state of the render target.

Reimplemented in Ogre::RenderWindow, and Ogre::D3D9RenderWindow.

◆ setActive()

virtual void Ogre::RenderTarget::setActive ( bool  state)
virtual

Used to set the active state of the render target.

◆ setAutoUpdated()

virtual void Ogre::RenderTarget::setAutoUpdated ( bool  autoupdate)
virtual

Sets whether this target should be automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used.

Remarks
By default, if you use Ogre's own rendering loop (Root::startRendering) or call Root::_updateAllRenderTargets, all render targets are updated automatically. This method allows you to control that behaviour, if for example you have a render target which you only want to update periodically.
Parameters
autoupdateIf true, the render target is updated during the automatic render loop or when Root::_updateAllRenderTargets is called. If false, the target is only updated when its update() method is called explicitly.

◆ isAutoUpdated()

virtual bool Ogre::RenderTarget::isAutoUpdated ( void  ) const
virtual

Gets whether this target is automatically updated if Ogre's rendering loop or Root::_updateAllRenderTargets is being used.

◆ copyContentsToMemory() [1/2]

virtual void Ogre::RenderTarget::copyContentsToMemory ( const Box src,
const PixelBox dst,
FrameBuffer  buffer = FB_AUTO 
)
pure virtual

Copies the current contents of the render target to a pixelbox.

Remarks
See suggestPixelFormat for a tip as to the best pixel format to extract into, although you can use whatever format you like and the results will be converted.

Implemented in Ogre::VulkanWindow, Ogre::MultiRenderTarget, Ogre::RenderTexture, Ogre::TinyWindow, Ogre::GLWindow, Ogre::MetalRenderWindow, Ogre::D3D9RenderWindow, and Ogre::D3D11RenderWindowBase.

◆ copyContentsToMemory() [2/2]

void Ogre::RenderTarget::copyContentsToMemory ( const PixelBox dst,
FrameBuffer  buffer = FB_AUTO 
)
inline

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Deprecated:
This function is deprecated as behavior for dst.size < RenderTarget.size was inconsistent in previous versions of Ogre.

Sometimes the whole rect was used as a source, sometimes the rect with the size equal to the size of destination rect but located in the top left corner of the render target, sometimes the destination rect itself. Use the overload with explicitly specified source and destination boxes instead.

References copyContentsToMemory().

Referenced by copyContentsToMemory().

◆ suggestPixelFormat()

virtual PixelFormat Ogre::RenderTarget::suggestPixelFormat ( ) const
inlinevirtual

Suggests a pixel format to use for extracting the data in this target, when calling copyContentsToMemory.

Reimplemented in Ogre::VulkanWindow, Ogre::MetalRenderWindow, Ogre::D3D9RenderWindow, Ogre::RenderWindow, Ogre::MultiRenderTarget, and Ogre::RenderTexture.

References Ogre::PF_BYTE_RGBA.

◆ writeContentsToFile()

void Ogre::RenderTarget::writeContentsToFile ( const String filename)

Writes the current contents of the render target to the named file.

◆ writeContentsToTimestampedFile()

virtual String Ogre::RenderTarget::writeContentsToTimestampedFile ( const String filenamePrefix,
const String filenameSuffix 
)
virtual

Writes the current contents of the render target to the (PREFIX)(time-stamp)(SUFFIX) file.

Returns
the name of the file used.

◆ requiresTextureFlipping()

◆ _notifyCameraRemoved()

virtual void Ogre::RenderTarget::_notifyCameraRemoved ( const Camera cam)
virtual

Utility method to notify a render target that a camera has been removed, in case it was referring to it as a viewer.

◆ isPrimary()

virtual bool Ogre::RenderTarget::isPrimary ( void  ) const
virtual

Indicates whether this target is the primary window.

The primary window is special in that it is destroyed when ogre is shut down, and cannot be destroyed directly. This is the case because it holds the context for vertex, index buffers and textures.

Reimplemented in Ogre::RenderWindow.

◆ isStereoEnabled()

virtual bool Ogre::RenderTarget::isStereoEnabled ( void  ) const
virtual

Indicates whether stereo is currently enabled for this target.

Default is false.

◆ isHardwareGammaEnabled()

virtual bool Ogre::RenderTarget::isHardwareGammaEnabled ( ) const
inlinevirtual

Indicates whether on rendering, linear colour space is converted to sRGB gamma colour space.

This is the exact opposite conversion of what is indicated by Texture::isHardwareGammaEnabled, and can only be enabled on creation of the render target. For render windows, it's enabled through the 'gamma' creation misc parameter. For textures, it is enabled through the hwGamma parameter to the create call.

◆ getFSAA()

virtual uint Ogre::RenderTarget::getFSAA ( ) const
inlinevirtual

Indicates whether multisampling is performed on rendering and at what level.

◆ getFSAAHint()

virtual const String& Ogre::RenderTarget::getFSAAHint ( ) const
inlinevirtual

RenderSystem specific FSAA option. See RenderSystem::_createRenderWindow for details.

◆ setFSAA()

virtual void Ogre::RenderTarget::setFSAA ( uint  fsaa,
const String fsaaHint 
)
inlinevirtual

Set the level of multisample AA to be used if hardware support it.

This option will be ignored if the hardware does not support it or setting can not be changed on the fly on per-target level.

Parameters
fsaaThe number of samples
fsaaHintRenderSystem specific FSAA option. See RenderSystem::_createRenderWindow for details.

Reimplemented in Ogre::D3D11RenderWindowSwapChainBased, and Ogre::D3D11RenderWindowBase.

◆ _beginUpdate()

virtual void Ogre::RenderTarget::_beginUpdate ( )
virtual

Method for manual management of rendering : fires 'preRenderTargetUpdate' and initialises statistics etc.

Remarks
  • _beginUpdate resets statistics and fires 'preRenderTargetUpdate'.
  • _updateViewport renders the given viewport (even if it is not autoupdated), fires preViewportUpdate and postViewportUpdate and manages statistics.
  • _updateAutoUpdatedViewports renders only viewports that are auto updated, fires preViewportUpdate and postViewportUpdate and manages statistics.
  • _endUpdate() ends statistics calculation and fires postRenderTargetUpdate.
you can use it like this for example :
    renderTarget->_beginUpdate();
    renderTarget->_updateViewport(1); // which is not auto updated
    renderTarget->_updateViewport(2); // which is not auto updated
    renderTarget->_updateAutoUpdatedViewports();
    renderTarget->_endUpdate();
    renderTarget->swapBuffers();
Please note that in that case, the zorder may not work as you expect, since you are responsible for calling _updateViewport in the correct order.

Reimplemented in Ogre::D3D9RenderWindow.

◆ _updateViewport() [1/2]

virtual void Ogre::RenderTarget::_updateViewport ( int  zorder,
bool  updateStatistics = true 
)
virtual

Method for manual management of rendering - renders the given viewport (even if it is not autoupdated)

Remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics. You should call it between _beginUpdate() and _endUpdate().
See also
_beginUpdate for more details.
Parameters
zorderThe zorder of the viewport to update.
updateStatisticsWhether you want to update statistics or not.

◆ _updateViewport() [2/2]

virtual void Ogre::RenderTarget::_updateViewport ( Viewport viewport,
bool  updateStatistics = true 
)
virtual

Method for manual management of rendering - renders the given viewport (even if it is not autoupdated)

Remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics if needed. You should call it between _beginUpdate() and _endUpdate().
See also
_beginUpdate for more details.
Parameters
viewportThe viewport you want to update, it must be bound to the rendertarget.
updateStatisticsWhether you want to update statistics or not.

Reimplemented in Ogre::D3D9RenderWindow.

◆ _updateAutoUpdatedViewports()

virtual void Ogre::RenderTarget::_updateAutoUpdatedViewports ( bool  updateStatistics = true)
virtual

Method for manual management of rendering - renders only viewports that are auto updated.

Remarks
This also fires preViewportUpdate and postViewportUpdate, and manages statistics. You should call it between _beginUpdate() and _endUpdate(). See _beginUpdate for more details.
Parameters
updateStatisticsWhether you want to update statistics or not.
See also
_beginUpdate()

◆ _endUpdate()

virtual void Ogre::RenderTarget::_endUpdate ( )
virtual

Method for manual management of rendering - finishes statistics calculation and fires 'postRenderTargetUpdate'.

Remarks
You should call it after a _beginUpdate
See also
_beginUpdate for more details.

Reimplemented in Ogre::D3D9RenderWindow.


The documentation for this class was generated from the following file: