OGRE
13.6
Object-Oriented Graphics Rendering Engine
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Implementation of DirectX11 as a rendering system. More...
Classes | |
class | Ogre::ComPtr< T > |
class | Ogre::D3D11RenderSystem |
Implementation of DirectX11 as a rendering system. More... | |
class | Ogre::NoAddRefRelease< T > |
Macros | |
#define | SUPPORT_SM2_0_HLSL_SHADERS 1 |
Enable recognizing SM2.0 HLSL shaders. More... | |
Functions | |
template<class T > | |
bool | Ogre::operator!= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
bool | Ogre::operator< (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
bool | Ogre::operator<= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
bool | Ogre::operator== (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
bool | Ogre::operator> (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
bool | Ogre::operator>= (const ComPtr< T > &a, const ComPtr< T > &b) ASSUME_NOEXCEPT |
template<class T > | |
void | Ogre::swap (ComPtr< T > &a, ComPtr< T > &b) |
Implementation of DirectX11 as a rendering system.
#define SUPPORT_SM2_0_HLSL_SHADERS 1 |
Enable recognizing SM2.0 HLSL shaders.
(the same shader code could be used by many RenderSystems, directly or via Cg)
References Ogre::ComPtr< T >::Swap().