Operation setup for a RenderTarget (collected).
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#include <OgreCompositorInstance.h>
Operation setup for a RenderTarget (collected).
◆ RenderQueueBitSet
A set of render queues to either include or exclude certain render queues.
◆ TargetOperation() [1/2]
Ogre::CompositorInstance::TargetOperation::TargetOperation |
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◆ TargetOperation() [2/2]
Ogre::CompositorInstance::TargetOperation::TargetOperation |
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RenderTarget * |
inTarget | ) |
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◆ target
RenderTarget* Ogre::CompositorInstance::TargetOperation::target |
◆ currentQueueGroupID
int Ogre::CompositorInstance::TargetOperation::currentQueueGroupID |
◆ renderSystemOperations
RenderSystem operations to queue into the scene manager, by uint8.
◆ visibilityMask
uint32 Ogre::CompositorInstance::TargetOperation::visibilityMask |
Scene visibility mask If this is 0, the scene is not rendered at all.
◆ lodBias
float Ogre::CompositorInstance::TargetOperation::lodBias |
LOD offset.
This is multiplied with the camera LOD offset 1.0 is default, lower means lower detail, higher means higher detail
◆ renderQueues
Which renderqueues to render from scene.
◆ onlyInitial
bool Ogre::CompositorInstance::TargetOperation::onlyInitial |
- See also
- CompositionTargetPass::mOnlyInitial
◆ hasBeenRendered
bool Ogre::CompositorInstance::TargetOperation::hasBeenRendered |
"Has been rendered" flag; used in combination with onlyInitial to determine whether to skip this target operation.
◆ findVisibleObjects
bool Ogre::CompositorInstance::TargetOperation::findVisibleObjects |
Whether this op needs to find visible scene objects or not.
◆ materialScheme
String Ogre::CompositorInstance::TargetOperation::materialScheme |
Which material scheme this op will use.
◆ shadowsEnabled
bool Ogre::CompositorInstance::TargetOperation::shadowsEnabled |
Whether shadows will be enabled.
◆ cameraOverride
String Ogre::CompositorInstance::TargetOperation::cameraOverride |
◆ alignCameraToFace
int Ogre::CompositorInstance::TargetOperation::alignCameraToFace |
The documentation for this class was generated from the following file: