OGRE  1.12.3
Object-Oriented Graphics Rendering Engine
Ogre::RenderSystem Class Referenceabstract

Defines the functionality of a 3D API. More...

#include <OgreRenderSystem.h>

+ Inheritance diagram for Ogre::RenderSystem:

Classes

class  Listener
 Defines a listener on the custom events that this render system can raise. More...
 
struct  RenderSystemContext
 Dummy structure for render system contexts - implementing RenderSystems can extend as needed. More...
 

Public Types

typedef MapIterator< Ogre::RenderTargetMapRenderTargetIterator
 Iterator over RenderTargets. More...
 

Public Member Functions

 RenderSystem ()
 Default Constructor. More...
 
virtual ~RenderSystem ()
 Destructor. More...
 
virtual void _beginFrame (void)=0
 Signifies the beginning of a frame, i.e. More...
 
virtual void _beginGeometryCount (void)
 The RenderSystem will keep a count of tris rendered, this resets the count. More...
 
void _cleanupDepthBuffers (bool bCleanManualBuffers=true)
 Removes all depth buffers. More...
 
virtual void _convertProjectionMatrix (const Matrix4 &matrix, Matrix4 &dest, bool forGpuProgram=false)=0
 Converts a uniform projection matrix to suitable for this render system. More...
 
virtual DepthBuffer_createDepthBufferFor (RenderTarget *renderTarget)=0
 Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
 
virtual RenderWindow_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0)=0
 Creates a new rendering window. More...
 
virtual bool _createRenderWindows (const RenderWindowDescriptionList &renderWindowDescriptions, RenderWindowList &createdWindows)
 Creates multiple rendering windows. More...
 
virtual void _disableTextureUnit (size_t texUnit)
 Turns off a texture unit. More...
 
virtual void _disableTextureUnitsFrom (size_t texUnit)
 Disables all texture units from the given unit upwards. More...
 
virtual void _dispatchCompute (const Vector3i &workgroupDim)
 
virtual void _endFrame (void)=0
 Ends rendering of a frame to the current viewport. More...
 
virtual unsigned int _getBatchCount (void) const
 Reports the number of batches rendered since the last _beginGeometryCount call. More...
 
virtual CullingMode _getCullingMode (void) const
 
const String_getDefaultViewportMaterialScheme (void) const
 Returns the default material scheme used by the render system. More...
 
virtual unsigned int _getFaceCount (void) const
 Reports the number of tris rendered since the last _beginGeometryCount call. More...
 
virtual unsigned int _getVertexCount (void) const
 Reports the number of vertices passed to the renderer since the last _beginGeometryCount call. More...
 
virtual Viewport_getViewport (void)
 Get the current active viewport for rendering. More...
 
virtual void _initialise ()
 Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
 
void _initRenderTargets (void)
 Utility method for initialising all render targets attached to this rendering system. More...
 
void _notifyCameraRemoved (const Camera *cam)
 Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer. More...
 
virtual RenderSystemContext_pauseFrame (void)
 Pause rendering for a frame. More...
 
virtual void _render (const RenderOperation &op)
 Render something to the active viewport. More...
 
virtual void _resumeFrame (RenderSystemContext *context)
 Resume rendering for a frame. More...
 
virtual void _setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage)=0
 Sets the global alpha rejection approach for future renders. More...
 
virtual void _setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)=0
 
virtual void _setCullingMode (CullingMode mode)=0
 Sets the culling mode for the render system based on the 'vertex winding'. More...
 
virtual void _setDepthBias (float constantBias, float slopeScaleBias=0.0f)=0
 Sets the depth bias, NB you should use the Material version of this. More...
 
virtual void _setDepthBufferCheckEnabled (bool enabled=true)=0
 Sets whether or not the depth buffer check is performed before a pixel write. More...
 
virtual void _setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)=0
 Sets the comparison function for the depth buffer check. More...
 
virtual void _setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)=0
 Sets the mode of operation for depth buffer tests from this point onwards. More...
 
virtual void _setDepthBufferWriteEnabled (bool enabled=true)=0
 Sets whether or not the depth buffer is updated after a pixel write. More...
 
void _setFog (FogMode f)
 
virtual void _setLineWidth (float width)
 Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP. More...
 
virtual void _setPointParameters (bool attenuationEnabled, Real minSize, Real maxSize)
 
virtual void _setPointSpritesEnabled (bool enabled)
 Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points. More...
 
virtual void _setPolygonMode (PolygonMode level)=0
 Sets how to rasterise triangles, as points, wireframe or solid polys. More...
 
void _setProjectionMatrix (Matrix4 m)
 
virtual void _setRenderTarget (RenderTarget *target)=0
 Set current render target to target, enabling its device context if needed. More...
 
virtual void _setSampler (size_t texUnit, Sampler &s)=0
 set the sampler settings for the given texture unit More...
 
void _setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op=SBO_ADD)
 
virtual void _setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op=SBO_ADD, SceneBlendOperation alphaOp=SBO_ADD)=0
 
virtual void _setTexture (size_t unit, bool enabled, const TexturePtr &texPtr)=0
 Sets the texture to bind to a given texture unit. More...
 
virtual void _setTextureAddressingMode (size_t unit, const Sampler::UVWAddressingMode &uvw)=0
 
virtual void _setTextureBlendMode (size_t unit, const LayerBlendModeEx &bm)
 Sets the texture blend modes from a TextureUnitState record. More...
 
virtual void _setTextureCoordCalculation (size_t unit, TexCoordCalcMethod m, const Frustum *frustum=0)
 Sets a method for automatically calculating texture coordinates for a stage. More...
 
virtual void _setTextureCoordSet (size_t unit, size_t index)
 Sets the texture coordinate set to use for a texture unit. More...
 
virtual void _setTextureMatrix (size_t unit, const Matrix4 &xform)
 Sets the texture coordinate transformation matrix for a texture unit. More...
 
virtual void _setTextureProjectionRelativeTo (bool enabled, const Vector3 &pos)
 Notify the rendersystem that it should adjust texture projection to be relative to a different origin. More...
 
virtual void _setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)=0
 
virtual void _setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
 
virtual void _setTextureUnitSettings (size_t texUnit, TextureUnitState &tl)
 Utility function for setting all the properties of a texture unit at once. More...
 
virtual void _setVertexTexture (size_t unit, const TexturePtr &tex)
 Binds a texture to a vertex, geometry, compute, tesselation hull or tessellation domain sampler. More...
 
void _setViewMatrix (const Matrix4 &m)
 
virtual void _setViewport (Viewport *vp)=0
 Sets the provided viewport as the active one for future rendering operations. More...
 
void _setWorldMatrix (const Matrix4 &m)
 
virtual void _swapAllRenderTargetBuffers ()
 Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter. More...
 
virtual void _updateAllRenderTargets (bool swapBuffers=true)
 Internal method for updating all render targets attached to this rendering system. More...
 
virtual void _useLights (unsigned short limit)
 Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits) More...
 
void addListener (Listener *l)
 Adds a listener to the custom events that this render system can raise. More...
 
virtual void applyFixedFunctionParams (const GpuProgramParametersPtr &params, uint16 variabilityMask)
 
void attachRenderTarget (RenderTarget &target)
 Attaches the passed render target to the render system. More...
 
virtual void beginProfileEvent (const String &eventName)=0
 This marks the beginning of an event for GPU profiling. More...
 
virtual void bindGpuProgram (GpuProgram *prg)
 Binds a given GpuProgram (but not the parameters). More...
 
virtual void bindGpuProgramParameters (GpuProgramType gptype, const GpuProgramParametersPtr &params, uint16 variabilityMask)=0
 Bind Gpu program parameters. More...
 
virtual void bindGpuProgramPassIterationParameters (GpuProgramType gptype)
 
virtual void clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, Real depth=1.0f, unsigned short stencil=0)=0
 Clears one or more frame buffers on the active render target. More...
 
void convertColourValue (const ColourValue &colour, uint32 *pDest)
 Generates a packed data version of the passed in ColourValue suitable for use as with this RenderSystem. More...
 
virtual HardwareOcclusionQuerycreateHardwareOcclusionQuery (void)=0
 Create an object for performing hardware occlusion queries. More...
 
virtual MultiRenderTargetcreateMultiRenderTarget (const String &name)=0
 Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
 
virtual RenderSystemCapabilitiescreateRenderSystemCapabilities () const =0
 Query the real capabilities of the GPU and driver in the RenderSystem. More...
 
virtual void destroyHardwareOcclusionQuery (HardwareOcclusionQuery *hq)
 Destroy a hardware occlusion query object. More...
 
virtual void destroyRenderTarget (const String &name)
 Destroys a render target of any sort. More...
 
virtual void destroyRenderTexture (const String &name)
 Destroys a render texture. More...
 
virtual void destroyRenderWindow (const String &name)
 Destroys a render window. More...
 
virtual RenderTargetdetachRenderTarget (const String &name)
 Detaches the render target with the passed name from the render system and returns a pointer to it. More...
 
virtual void endProfileEvent (void)=0
 Ends the currently active GPU profiling event. More...
 
const RenderSystemCapabilitiesgetCapabilities (void) const
 Gets the capabilities of the render system. More...
 
virtual VertexElementType getColourVertexElementType (void) const =0
 Get the native VertexElementType for a compact 32-bit colour value for this rendersystem. More...
 
const ConfigOptionMapgetConfigOptions () const
 Returns the details of this API's configuration options. More...
 
virtual void getCustomAttribute (const String &name, void *pData)
 Gets a custom (maybe platform-specific) attribute. More...
 
virtual unsigned int getDisplayMonitorCount () const =0
 Gets the number of display monitors. More...
 
const DriverVersiongetDriverVersion (void) const
 Returns the driver version. More...
 
virtual const GpuProgramParametersPtrgetFixedFunctionParams (TrackVertexColourType tracking, FogMode fog)
 
HardwareVertexBufferSharedPtr getGlobalInstanceVertexBuffer () const
 Returns the global instance vertex buffer. More...
 
VertexDeclarationgetGlobalInstanceVertexBufferVertexDeclaration () const
 Gets vertex declaration for the global vertex buffer for the global instancing. More...
 
size_t getGlobalNumberOfInstances () const
 Gets the global number of instances. More...
 
virtual Real getHorizontalTexelOffset (void)=0
 Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool getInvertVertexWinding (void) const
 Indicates whether or not the vertex windings set will be inverted for the current render (e.g. More...
 
virtual Real getMaximumDepthInputValue (void)=0
 Gets the maximum (farthest) depth value to be used when rendering using identity transforms. More...
 
virtual Real getMinimumDepthInputValue (void)=0
 Gets the minimum (closest) depth value to be used when rendering using identity transforms. More...
 
RenderSystemCapabilitiesgetMutableCapabilities ()
 Get a pointer to the current capabilities being used by the RenderSystem. More...
 
virtual const StringgetName (void) const =0
 Returns the name of the rendering system. More...
 
uint16 getNativeShadingLanguageVersion () const
 Gets the native shading language version for this render system. More...
 
const StringVectorgetRenderSystemEvents (void) const
 Gets a list of the rendersystem specific events that this rendersystem can raise. More...
 
RenderTargetgetRenderTarget (const String &name)
 Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found. More...
 
RenderTargetIterator getRenderTargetIterator (void)
 Returns a specialised MapIterator over all render targets attached to the RenderSystem. More...
 
RenderWindowDescription getRenderWindowDescription () const
 get a RenderWindowDescription from the current ConfigOptionMap More...
 
virtual Real getVerticalTexelOffset (void)=0
 Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem. More...
 
bool isGpuProgramBound (GpuProgramType gptype)
 Returns whether or not a Gpu program of the given type is currently bound. More...
 
bool isReverseDepthBufferEnabled () const
 Returns if reverse Z-buffer is enabled. More...
 
virtual bool isStaticBufferLockable () const
 Returns whether under the current render system buffers marked as TU_STATIC can be locked for update. More...
 
virtual void markProfileEvent (const String &event)=0
 Marks an instantaneous event for graphics profilers. More...
 
virtual void postExtraThreadsStarted ()=0
 Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
 
virtual void preExtraThreadsStarted ()=0
 Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
 
virtual void registerThread ()=0
 Register the an additional thread which may make calls to rendersystem-related objects. More...
 
virtual void reinitialise (void)=0
 Restart the renderer (normally following a change in settings). More...
 
void removeListener (Listener *l)
 Remove a listener to the custom events that this render system can raise. More...
 
virtual void setClipPlanes (const PlaneList &clipPlanes)
 Sets the user clipping region. More...
 
virtual void setColourBlendState (const ColourBlendState &state)
 Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
 
virtual void setConfigOption (const String &name, const String &value)=0
 Sets an option for this API. More...
 
virtual void setCurrentPassIterationCount (const size_t count)
 set the current multi pass count value. More...
 
void setDepthBufferFor (RenderTarget *renderTarget)
 Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it. More...
 
void setDeriveDepthBias (bool derive, float baseValue=0.0f, float multiplier=0.0f, float slopeScale=0.0f)
 Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount. More...
 
virtual bool setDrawBuffer (ColourBufferType colourBuffer)
 Sets the colour buffer that the render system will to draw. More...
 
void setGlobalInstanceVertexBuffer (const HardwareVertexBufferSharedPtr &val)
 Sets the global instance vertex buffer. More...
 
void setGlobalInstanceVertexBufferVertexDeclaration (VertexDeclaration *val)
 Sets vertex declaration for the global vertex buffer for the global instancing. More...
 
void setGlobalNumberOfInstances (const size_t val)
 Sets the global number of instances. More...
 
void setInvertVertexWinding (bool invert)
 Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections. More...
 
virtual void setLightingEnabled (bool enabled)
 Sets whether or not dynamic lighting is enabled. More...
 
virtual void setNormaliseNormals (bool normalise)
 Sets whether or not normals are to be automatically normalised. More...
 
virtual void setScissorTest (bool enabled, size_t left=0, size_t top=0, size_t right=800, size_t bottom=600)=0
 Sets the 'scissor region' i.e. More...
 
virtual void setShadingType (ShadeOptions so)
 Sets the type of light shading required (default = Gouraud). More...
 
virtual void setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false, bool readBackAsTexture=false)=0
 This method allows you to set all the stencil buffer parameters in one call. More...
 
virtual void setStencilCheckEnabled (bool enabled)=0
 Turns stencil buffer checking on or off. More...
 
virtual void shutdown (void)
 Shutdown the renderer and cleanup resources. More...
 
virtual void unbindGpuProgram (GpuProgramType gptype)
 Unbinds GpuPrograms of a given GpuProgramType. More...
 
virtual void unregisterThread ()=0
 Unregister an additional thread which may make calls to rendersystem-related objects. More...
 
void useCustomRenderSystemCapabilities (RenderSystemCapabilities *capabilities)
 Force the render system to use the special capabilities. More...
 
virtual String validateConfigOptions (void)=0
 Validates the options set for the rendering system, returning a message if there are problems. More...
 

Static Public Member Functions

static ListenergetSharedListener (void)
 Retrieve a pointer to the current shared render system listener. More...
 
static void setSharedListener (Listener *listener)
 Sets shared listener. More...
 

Detailed Description

Defines the functionality of a 3D API.

Remarks
The RenderSystem class provides a base interface which abstracts the general functionality of the 3D API e.g. Direct3D or OpenGL. Whilst a few of the general methods have implementations, most of this class is abstract, requiring a subclass based on a specific API to be constructed to provide the full functionality. Note there are 2 levels to the interface - one which will be used often by the caller of the Ogre library, and one which is at a lower level and will be used by the other classes provided by Ogre. These lower level methods are prefixed with '_' to differentiate them. The advanced user of the library may use these lower level methods to access the 3D API at a more fundamental level (dealing direct with render states and rendering primitives), but still benefiting from Ogre's abstraction of exactly which 3D API is in use.
Author
Steven Streeting
Version
1.0

Member Typedef Documentation

◆ RenderTargetIterator

Constructor & Destructor Documentation

◆ RenderSystem()

Ogre::RenderSystem::RenderSystem ( )

Default Constructor.

◆ ~RenderSystem()

virtual Ogre::RenderSystem::~RenderSystem ( )
virtual

Destructor.

Member Function Documentation

◆ getName()

virtual const String& Ogre::RenderSystem::getName ( void  ) const
pure virtual

◆ getConfigOptions()

const ConfigOptionMap& Ogre::RenderSystem::getConfigOptions ( ) const
inline

Returns the details of this API's configuration options.

Remarks
Each render system must be able to inform the world of what options must/can be specified for it's operation.
These are passed as strings for portability, but grouped into a structure (ConfigOption) which includes both options and current value.
Note that the settings returned from this call are affected by the options that have been set so far, since some options are interdependent.
This routine is called automatically by the default configuration dialogue produced by Root::showConfigDialog or may be used by the caller for custom settings dialogs
Returns
A 'map' of options, i.e. a list of options which is also indexed by option name.

◆ setConfigOption()

virtual void Ogre::RenderSystem::setConfigOption ( const String name,
const String value 
)
pure virtual

Sets an option for this API.

Remarks
Used to confirm the settings (normally chosen by the user) in order to make the renderer able to initialise with the settings as required. This may be video mode, D3D driver, full screen / windowed etc. Called automatically by the default configuration dialog, and by the restoration of saved settings. These settings are stored and only activated when RenderSystem::initialise or RenderSystem::reinitialise are called.
If using a custom configuration dialog, it is advised that the caller calls RenderSystem::getConfigOptions again, since some options can alter resulting from a selection.
Parameters
nameThe name of the option to alter.
valueThe value to set the option to.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ getRenderWindowDescription()

RenderWindowDescription Ogre::RenderSystem::getRenderWindowDescription ( ) const

get a RenderWindowDescription from the current ConfigOptionMap

◆ createHardwareOcclusionQuery()

virtual HardwareOcclusionQuery* Ogre::RenderSystem::createHardwareOcclusionQuery ( void  )
pure virtual

Create an object for performing hardware occlusion queries.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ destroyHardwareOcclusionQuery()

virtual void Ogre::RenderSystem::destroyHardwareOcclusionQuery ( HardwareOcclusionQuery hq)
virtual

Destroy a hardware occlusion query object.

◆ validateConfigOptions()

virtual String Ogre::RenderSystem::validateConfigOptions ( void  )
pure virtual

Validates the options set for the rendering system, returning a message if there are problems.

Note
If the returned string is empty, there are no problems.

Implemented in Ogre::D3D11RenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLRenderSystemCommon.

◆ _initialise()

virtual void Ogre::RenderSystem::_initialise ( )
virtual

Start up the renderer using the settings selected (Or the defaults if none have been selected).

Called by Root::setRenderSystem. Shouldn't really be called directly, although this can be done if the app wants to.

Reimplemented in Ogre::D3D11RenderSystem, Ogre::D3D9RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ isStaticBufferLockable()

virtual bool Ogre::RenderSystem::isStaticBufferLockable ( ) const
inlinevirtual

Returns whether under the current render system buffers marked as TU_STATIC can be locked for update.

Remarks
Needed in the implementation of DirectX9 with DirectX9Ex driver

Reimplemented in Ogre::D3D9RenderSystem.

◆ createRenderSystemCapabilities()

virtual RenderSystemCapabilities* Ogre::RenderSystem::createRenderSystemCapabilities ( ) const
pure virtual

Query the real capabilities of the GPU and driver in the RenderSystem.

Implemented in Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ getMutableCapabilities()

RenderSystemCapabilities* Ogre::RenderSystem::getMutableCapabilities ( )
inline

Get a pointer to the current capabilities being used by the RenderSystem.

Remarks
The capabilities may be modified using this pointer, this will only have an effect before the RenderSystem has been initialised. It's intended use is to allow a listener of the RenderSystemCapabilitiesCreated event to customise the capabilities on the fly before the RenderSystem is initialised.

◆ useCustomRenderSystemCapabilities()

void Ogre::RenderSystem::useCustomRenderSystemCapabilities ( RenderSystemCapabilities capabilities)

Force the render system to use the special capabilities.

Can only be called before the render system has been fully initializer (before createWindow is called)

Parameters
capabilitieshas to be a subset of the real capabilities and the caller is responsible for deallocating capabilities.

◆ reinitialise()

virtual void Ogre::RenderSystem::reinitialise ( void  )
pure virtual

Restart the renderer (normally following a change in settings).

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ shutdown()

virtual void Ogre::RenderSystem::shutdown ( void  )
virtual

Shutdown the renderer and cleanup resources.

Reimplemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ getFixedFunctionParams()

virtual const GpuProgramParametersPtr& Ogre::RenderSystem::getFixedFunctionParams ( TrackVertexColourType  tracking,
FogMode  fog 
)
inlinevirtual

◆ _setProjectionMatrix()

void Ogre::RenderSystem::_setProjectionMatrix ( Matrix4  m)
Deprecated:
migrate to getFixedFunctionParams ASAP. this is very slow now.

◆ _setViewMatrix()

void Ogre::RenderSystem::_setViewMatrix ( const Matrix4 m)
inline
Deprecated:
migrate to getFixedFunctionParams ASAP. this is very slow now.

References Ogre::GPV_GLOBAL.

◆ _setWorldMatrix()

void Ogre::RenderSystem::_setWorldMatrix ( const Matrix4 m)
inline
Deprecated:
migrate to getFixedFunctionParams ASAP. this is very slow now.

References Ogre::GPV_PER_OBJECT.

◆ _setFog()

void Ogre::RenderSystem::_setFog ( FogMode  f)
inline
Deprecated:
migrate to getFixedFunctionParams ASAP. this is very slow now.

References Ogre::TVC_NONE.

◆ _setSceneBlending()

void Ogre::RenderSystem::_setSceneBlending ( SceneBlendFactor  sourceFactor,
SceneBlendFactor  destFactor,
SceneBlendOperation  op = SBO_ADD 
)
inline
Deprecated:
use setColourBlendState

◆ applyFixedFunctionParams()

virtual void Ogre::RenderSystem::applyFixedFunctionParams ( const GpuProgramParametersPtr params,
uint16  variabilityMask 
)
inlinevirtual

◆ setShadingType()

virtual void Ogre::RenderSystem::setShadingType ( ShadeOptions  so)
inlinevirtual

Sets the type of light shading required (default = Gouraud).

Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ setLightingEnabled()

virtual void Ogre::RenderSystem::setLightingEnabled ( bool  enabled)
inlinevirtual

Sets whether or not dynamic lighting is enabled.

Parameters
enabledIf true, dynamic lighting is performed on geometry with normals supplied, geometry without normals will not be displayed. If false, no lighting is applied and all geometry will be full brightness.
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _createRenderWindow()

virtual RenderWindow* Ogre::RenderSystem::_createRenderWindow ( const String name,
unsigned int  width,
unsigned int  height,
bool  fullScreen,
const NameValuePairList miscParams = 0 
)
pure virtual

Creates a new rendering window.

Remarks
This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.
After creation, this window can be retrieved using getRenderTarget().
Parameters
nameThe name of the window. Used in other methods later like setRenderTarget and getRenderTarget.
widthThe width of the new window.
heightThe height of the new window.
fullScreenSpecify true to make the window full screen without borders, title bar or menu bar.
miscParamsA NameValuePairList describing the other parameters for the new rendering window. Options are case sensitive. Unrecognised parameters will be ignored silently. These values might be platform dependent, but these are present for all platforms unless indicated otherwise:
Key Type / Values Default Description Notes
title Any string RenderTarget name The title of the window that will appear in the title bar
left Positive integers Centred Screen x coordinate from left
top Positive integers Centred Screen y coordinate from left
border none, fixed, resize resize The type of window border (in windowed mode)
hidden true, false false hide the created window
FSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor
gamma true, false false Enable hardware conversion from linear colour space to gamma colour space on rendering to the window.
vsync true, false false Synchronize buffer swaps to monitor vsync, eliminating tearing at the expense of a fixed frame rate
vsyncInterval 1, 2, 3, 4 1 If vsync is enabled, the minimum number of vertical blanks that should occur between renders. For example if vsync is enabled, the refresh rate is 60 and this is set to 2, then the frame rate will be locked at 30.
Full Screen true, false false Specify whether to create the window in full screen mode
displayFrequency Refresh rate in Hertz (e.g. 60, 75, 100) Desktop vsync rate Display frequency rate, for fullscreen mode
parentWindowHandle
  • Win32: HWND as integer
  • GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
0 (none) Parent window handle, for embedding the OGRE in a child of an external window
externalWindowHandle
  • Win32: HWND as integer
  • GLX: poslong:posint:poslong (display*:screen:windowHandle) or poslong:posint:poslong:poslong (display*:screen:windowHandle:XVisualInfo*)
  • OS X Cocoa: OgreGLView address as an integer. You can pass NSView or NSWindow too, but should perform OgreGLView callbacks into the Ogre manually.
  • OS X Carbon: WindowRef as an integer
  • iOS: UIWindow address as an integer
0 (none) External window handle, for embedding the OGRE render in an existing window
externalGLControl true, false false Let the external window control OpenGL i.e. don't select a pixel format for the window, do not change v-sync and do not swap buffer. When set to true, the calling application is responsible of OpenGL initialization and buffer swapping. It should also create an OpenGL context for its own rendering, Ogre will create one for its use. Then the calling application must also enable Ogre OpenGL context before calling any Ogre function and restore its OpenGL context after these calls. OpenGL Specific
currentGLContext true, false false Use an externally created GL context. (Must be current) OpenGL Specific
minColourBufferSize Positive integer (usually 16, 32) 16 Min total colour buffer size. See EGL_BUFFER_SIZE OpenGL Specific
windowProc WNDPROC DefWindowProc function that processes window messages Win 32 Specific
colourDepth 16, 32 Desktop depth Colour depth of the resulting rendering window; only applies if fullScreen Win32 Specific
FSAAHint Depends on RenderSystem and hardware. Currently supports:"Quality": on systems that have an option to prefer higher AA quality over speed, use it Blank Full screen antialiasing hint Win32 Specific
outerDimensions true, false false Whether the width/height is expressed as the size of the outer window, rather than the content area Win32 Specific
monitorIndex -1 Win 32 Specific
monitorHandle 0 (none) Win 32 Specific (OpenGL)
enableDoubleClick true, false false Enable the window to keep track and transmit double click messages. Win32 Specific
useNVPerfHUD true, false false Enable the use of nVidia NVPerfHUD DirectX Specific
depthBuffer true, false true Use depth buffer DirectX9 Specific
NSOpenGLCPSurfaceOrder -1 or 1 1 NSOpenGLCPSurfaceOrder Mac OS X Specific
contentScalingFactor Positive Float greater than 1.0 The default content scaling factor of the screen On IOS specifies the CAEAGLLayer content scaling factor. Only supported on iOS 4 or greater. This can be useful to limit the resolution of the OpenGL ES backing store. For example, the iPhone 4's native resolution is 960 x 640. Windows are always 320 x 480, if you would like to limit the display to 720 x 480, specify 1.5 as the scaling factor. iOS / Android Specific
externalViewHandle UIView pointer as an integer 0 External view handle, for rendering OGRE render in an existing view iOS Specific
externalViewControllerHandle UIViewController pointer as an integer 0 External view controller handle, for embedding OGRE in an existing view controller iOS Specific
externalSharegroup EAGLSharegroup pointer as an integer 0 External sharegroup, used to shared GL resources between contexts iOS Specific
MSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Full screen antialiasing factor Android Specific
CSAA Positive integer (usually 0, 2, 4, 8, 16) 0 Coverage sampling factor Android Specific
maxColourBufferSize Positive integer (usually 16, 32) 32 Max EGL_BUFFER_SIZE Android Specific
maxStencilBufferSize Positive integer (usually 0, 8) 0 EGL_STENCIL_SIZE Android Specific
maxDepthBufferSize Positive integer (usually 0, 16, 24) 16 EGL_DEPTH_SIZE Android Specific

Implemented in Ogre::D3D11RenderSystem, Ogre::D3D9RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _createRenderWindows()

virtual bool Ogre::RenderSystem::_createRenderWindows ( const RenderWindowDescriptionList renderWindowDescriptions,
RenderWindowList createdWindows 
)
virtual

Creates multiple rendering windows.

Parameters
renderWindowDescriptionsArray of structures containing the descriptions of each render window. The structure's members are the same as the parameters of _createRenderWindow: name width height fullScreen miscParams See _createRenderWindow for details about each member.
createdWindowsThis array will hold the created render windows.
Returns
true on success.

Reimplemented in Ogre::D3D9RenderSystem, Ogre::GLRenderSystem, and Ogre::GL3PlusRenderSystem.

◆ createMultiRenderTarget()

virtual MultiRenderTarget* Ogre::RenderSystem::createMultiRenderTarget ( const String name)
pure virtual

Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once.

Surfaces can be bound and unbound at will. This fails if mCapabilities->getNumMultiRenderTargets() is smaller than 2.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ destroyRenderWindow()

virtual void Ogre::RenderSystem::destroyRenderWindow ( const String name)
virtual

Destroys a render window.

Reimplemented in Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ destroyRenderTexture()

virtual void Ogre::RenderSystem::destroyRenderTexture ( const String name)
virtual

Destroys a render texture.

◆ destroyRenderTarget()

virtual void Ogre::RenderSystem::destroyRenderTarget ( const String name)
virtual

Destroys a render target of any sort.

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::D3D11RenderSystem.

◆ attachRenderTarget()

void Ogre::RenderSystem::attachRenderTarget ( RenderTarget target)

Attaches the passed render target to the render system.

◆ getRenderTarget()

RenderTarget* Ogre::RenderSystem::getRenderTarget ( const String name)

Returns a pointer to the render target with the passed name, or NULL if that render target cannot be found.

◆ detachRenderTarget()

virtual RenderTarget* Ogre::RenderSystem::detachRenderTarget ( const String name)
virtual

Detaches the render target with the passed name from the render system and returns a pointer to it.

Note
If the render target cannot be found, NULL is returned.

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::D3D11RenderSystem.

◆ getRenderTargetIterator()

RenderTargetIterator Ogre::RenderSystem::getRenderTargetIterator ( void  )
inline

Returns a specialised MapIterator over all render targets attached to the RenderSystem.

◆ getGlobalInstanceVertexBuffer()

HardwareVertexBufferSharedPtr Ogre::RenderSystem::getGlobalInstanceVertexBuffer ( ) const

Returns the global instance vertex buffer.

◆ setGlobalInstanceVertexBuffer()

void Ogre::RenderSystem::setGlobalInstanceVertexBuffer ( const HardwareVertexBufferSharedPtr val)

Sets the global instance vertex buffer.

◆ getGlobalInstanceVertexBufferVertexDeclaration()

VertexDeclaration* Ogre::RenderSystem::getGlobalInstanceVertexBufferVertexDeclaration ( ) const

Gets vertex declaration for the global vertex buffer for the global instancing.

◆ setGlobalInstanceVertexBufferVertexDeclaration()

void Ogre::RenderSystem::setGlobalInstanceVertexBufferVertexDeclaration ( VertexDeclaration val)

Sets vertex declaration for the global vertex buffer for the global instancing.

◆ getGlobalNumberOfInstances()

size_t Ogre::RenderSystem::getGlobalNumberOfInstances ( ) const

Gets the global number of instances.

◆ setGlobalNumberOfInstances()

void Ogre::RenderSystem::setGlobalNumberOfInstances ( const size_t  val)

Sets the global number of instances.

◆ setDepthBufferFor()

void Ogre::RenderSystem::setDepthBufferFor ( RenderTarget renderTarget)

Retrieves an existing DepthBuffer or creates a new one suited for the given RenderTarget and sets it.

Remarks
RenderTarget's pool ID is respected.
See also
RenderTarget::setDepthBufferPool()

◆ isReverseDepthBufferEnabled()

bool Ogre::RenderSystem::isReverseDepthBufferEnabled ( ) const

Returns if reverse Z-buffer is enabled.

If you have large scenes and need big far clip distance but still want to draw objects closer (for example cockpit of a plane) you can enable reverse depth buffer so that the depth buffer precision is greater further away. This enables the OGRE_REVERSED_Z preprocessor define for shaders.

Return values
trueIf reverse Z-buffer is enabled.
falseIf reverse Z-buffer is disabled (default).
See also
setReverseDepthBuffer

◆ _useLights()

virtual void Ogre::RenderSystem::_useLights ( unsigned short  limit)
inlinevirtual

Tells the rendersystem to use the attached set of lights (and no others) up to the number specified (this allows the same list to be used with different count limits)

Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setTextureUnitSettings()

virtual void Ogre::RenderSystem::_setTextureUnitSettings ( size_t  texUnit,
TextureUnitState tl 
)
virtual

Utility function for setting all the properties of a texture unit at once.

This method is also worth using over the individual texture unit settings because it only sets those settings which are different from the current settings for this unit, thus minimising render state changes.

◆ _setSampler()

virtual void Ogre::RenderSystem::_setSampler ( size_t  texUnit,
Sampler s 
)
pure virtual

set the sampler settings for the given texture unit

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _disableTextureUnit()

virtual void Ogre::RenderSystem::_disableTextureUnit ( size_t  texUnit)
virtual

Turns off a texture unit.

Reimplemented in Ogre::D3D9RenderSystem.

◆ _disableTextureUnitsFrom()

virtual void Ogre::RenderSystem::_disableTextureUnitsFrom ( size_t  texUnit)
virtual

Disables all texture units from the given unit upwards.

◆ _setPointSpritesEnabled()

virtual void Ogre::RenderSystem::_setPointSpritesEnabled ( bool  enabled)
inlinevirtual

Sets whether or not rendering points using OT_POINT_LIST will render point sprites (textured quads) or plain points.

Parameters
enabledTrue enables point sprites, false returns to normal point rendering.
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setPointParameters()

virtual void Ogre::RenderSystem::_setPointParameters ( bool  attenuationEnabled,
Real  minSize,
Real  maxSize 
)
inlinevirtual
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setLineWidth()

virtual void Ogre::RenderSystem::_setLineWidth ( float  width)
inlinevirtual

Set the line width when drawing as RenderOperation::OT_LINE_LIST/ RenderOperation::OT_LINE_STRIP.

Parameters
widthonly value of 1.0 might be supported. Check for RSC_WIDE_LINES.

Reimplemented in Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setTexture()

virtual void Ogre::RenderSystem::_setTexture ( size_t  unit,
bool  enabled,
const TexturePtr texPtr 
)
pure virtual

Sets the texture to bind to a given texture unit.

User processes would not normally call this direct unless rendering primitives themselves.

Parameters
unitThe index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::getNumTextureUnits)
enabledBoolean to turn the unit on/off
texPtrPointer to the texture to use.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setVertexTexture()

virtual void Ogre::RenderSystem::_setVertexTexture ( size_t  unit,
const TexturePtr tex 
)
virtual

Binds a texture to a vertex, geometry, compute, tesselation hull or tessellation domain sampler.

Remarks
Not all rendersystems support separate vertex samplers. For those that do, you can set a texture for them, separate to the regular texture samplers, using this method. For those that don't, you should use the regular texture samplers which are shared between the vertex and fragment units; calling this method will throw an exception.
Deprecated:
only needed for D3D9

Reimplemented in Ogre::D3D9RenderSystem.

◆ _setTextureCoordSet()

virtual void Ogre::RenderSystem::_setTextureCoordSet ( size_t  unit,
size_t  index 
)
inlinevirtual

Sets the texture coordinate set to use for a texture unit.

Meant for use internally - not generally used directly by apps - the Material and TextureUnitState classes let you manage textures far more easily.

Parameters
unitTexture unit as above
indexThe index of the texture coordinate set to use.
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setTextureCoordCalculation()

virtual void Ogre::RenderSystem::_setTextureCoordCalculation ( size_t  unit,
TexCoordCalcMethod  m,
const Frustum frustum = 0 
)
inlinevirtual

Sets a method for automatically calculating texture coordinates for a stage.

Should not be used by apps - for use by Ogre only.

Parameters
unitTexture unit as above
mCalculation method to use
frustumOptional Frustum param, only used for projective effects
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setTextureBlendMode()

virtual void Ogre::RenderSystem::_setTextureBlendMode ( size_t  unit,
const LayerBlendModeEx bm 
)
inlinevirtual

Sets the texture blend modes from a TextureUnitState record.

Meant for use internally only - apps should use the Material and TextureUnitState classes.

Parameters
unitTexture unit as above
bmDetails of the blending mode
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _setTextureUnitFiltering() [1/2]

virtual void Ogre::RenderSystem::_setTextureUnitFiltering ( size_t  unit,
FilterType  ftype,
FilterOptions  filter 
)
pure virtual

◆ _setTextureUnitFiltering() [2/2]

virtual void Ogre::RenderSystem::_setTextureUnitFiltering ( size_t  unit,
FilterOptions  minFilter,
FilterOptions  magFilter,
FilterOptions  mipFilter 
)
virtual
Deprecated:
use _setSampler

Reimplemented in Ogre::GLES2RenderSystem.

◆ _setTextureAddressingMode()

virtual void Ogre::RenderSystem::_setTextureAddressingMode ( size_t  unit,
const Sampler::UVWAddressingMode uvw 
)
pure virtual

◆ _setTextureMatrix()

virtual void Ogre::RenderSystem::_setTextureMatrix ( size_t  unit,
const Matrix4 xform 
)
inlinevirtual

Sets the texture coordinate transformation matrix for a texture unit.

Parameters
unitTexture unit to affect
xformThe 4x4 matrix
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ setColourBlendState()

◆ _setSeparateSceneBlending()

virtual void Ogre::RenderSystem::_setSeparateSceneBlending ( SceneBlendFactor  sourceFactor,
SceneBlendFactor  destFactor,
SceneBlendFactor  sourceFactorAlpha,
SceneBlendFactor  destFactorAlpha,
SceneBlendOperation  op = SBO_ADD,
SceneBlendOperation  alphaOp = SBO_ADD 
)
pure virtual

◆ _setAlphaRejectSettings()

virtual void Ogre::RenderSystem::_setAlphaRejectSettings ( CompareFunction  func,
unsigned char  value,
bool  alphaToCoverage 
)
pure virtual

Sets the global alpha rejection approach for future renders.

By default images are rendered regardless of texture alpha. This method lets you change that.

Parameters
funcThe comparison function which must pass for a pixel to be written.
valueThe value to compare each pixels alpha value to (0-255)
alphaToCoverageWhether to enable alpha to coverage, if supported

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GL3PlusRenderSystem, Ogre::GLES2RenderSystem, and Ogre::GLRenderSystem.

◆ _setTextureProjectionRelativeTo()

virtual void Ogre::RenderSystem::_setTextureProjectionRelativeTo ( bool  enabled,
const Vector3 pos 
)
virtual

Notify the rendersystem that it should adjust texture projection to be relative to a different origin.

◆ _createDepthBufferFor()

virtual DepthBuffer* Ogre::RenderSystem::_createDepthBufferFor ( RenderTarget renderTarget)
pure virtual

Creates a DepthBuffer that can be attached to the specified RenderTarget.

Remarks
It doesn't attach anything, it just returns a pointer to a new DepthBuffer Caller is responsible for putting this buffer into the right pool, for attaching, and deleting it. Here's where API-specific magic happens. Don't call this directly unless you know what you're doing.

Implemented in Ogre::D3D11RenderSystem, Ogre::D3D9RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _cleanupDepthBuffers()

void Ogre::RenderSystem::_cleanupDepthBuffers ( bool  bCleanManualBuffers = true)

Removes all depth buffers.

Should be called on device lost and shutdown

Remarks
Advanced users can call this directly with bCleanManualBuffers=false to remove all depth buffers created for RTTs; when they think the pool has grown too big or they've used lots of depth buffers they don't need anymore, freeing GPU RAM.

◆ _beginFrame()

virtual void Ogre::RenderSystem::_beginFrame ( void  )
pure virtual

Signifies the beginning of a frame, i.e.

the start of rendering on a single viewport. Will occur several times per complete frame if multiple viewports exist.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _pauseFrame()

virtual RenderSystemContext* Ogre::RenderSystem::_pauseFrame ( void  )
virtual

Pause rendering for a frame.

This has to be called after _beginFrame and before _endFrame. Will usually be called by the SceneManager, don't use this manually unless you know what you are doing.

Reimplemented in Ogre::D3D9RenderSystem.

◆ _resumeFrame()

virtual void Ogre::RenderSystem::_resumeFrame ( RenderSystemContext context)
virtual

Resume rendering for a frame.

This has to be called after a _pauseFrame call Will usually be called by the SceneManager, don't use this manually unless you know what you are doing.

Parameters
contextthe render system context, as returned by _pauseFrame

Reimplemented in Ogre::D3D9RenderSystem.

◆ _endFrame()

virtual void Ogre::RenderSystem::_endFrame ( void  )
pure virtual

Ends rendering of a frame to the current viewport.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setViewport()

virtual void Ogre::RenderSystem::_setViewport ( Viewport vp)
pure virtual

Sets the provided viewport as the active one for future rendering operations.

This viewport is aware of it's own camera and render target. Must be implemented by subclass.

Parameters
vpPointer to the appropriate viewport.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _getViewport()

virtual Viewport* Ogre::RenderSystem::_getViewport ( void  )
virtual

Get the current active viewport for rendering.

◆ _setCullingMode()

virtual void Ogre::RenderSystem::_setCullingMode ( CullingMode  mode)
pure virtual

Sets the culling mode for the render system based on the 'vertex winding'.

A typical way for the rendering engine to cull triangles is based on the 'vertex winding' of triangles. Vertex winding refers to the direction in which the vertices are passed or indexed to in the rendering operation as viewed from the camera, and will wither be clockwise or anticlockwise (that's 'counterclockwise' for you Americans out there ;) The default is CULL_CLOCKWISE i.e. that only triangles whose vertices are passed/indexed in anticlockwise order are rendered - this is a common approach and is used in 3D studio models for example. You can alter this culling mode if you wish but it is not advised unless you know what you are doing. You may wish to use the CULL_NONE option for mesh data that you cull yourself where the vertex winding is uncertain.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _getCullingMode()

virtual CullingMode Ogre::RenderSystem::_getCullingMode ( void  ) const
virtual

◆ _setDepthBufferParams()

virtual void Ogre::RenderSystem::_setDepthBufferParams ( bool  depthTest = true,
bool  depthWrite = true,
CompareFunction  depthFunction = CMPF_LESS_EQUAL 
)
pure virtual

Sets the mode of operation for depth buffer tests from this point onwards.

Sometimes you may wish to alter the behaviour of the depth buffer to achieve special effects. Because it's unlikely that you'll set these options for an entire frame, but rather use them to tweak settings between rendering objects, this is an internal method (indicated by the '_' prefix) which will be used by a SceneManager implementation rather than directly from the client application. If this method is never called the settings are automatically the same as the default parameters.

Parameters
depthTestIf true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.
depthWriteIf true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.
depthFunctionSets the function required for the depth test.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setDepthBufferCheckEnabled()

virtual void Ogre::RenderSystem::_setDepthBufferCheckEnabled ( bool  enabled = true)
pure virtual

Sets whether or not the depth buffer check is performed before a pixel write.

Parameters
enabledIf true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setDepthBufferWriteEnabled()

virtual void Ogre::RenderSystem::_setDepthBufferWriteEnabled ( bool  enabled = true)
pure virtual

Sets whether or not the depth buffer is updated after a pixel write.

Parameters
enabledIf true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setDepthBufferFunction()

virtual void Ogre::RenderSystem::_setDepthBufferFunction ( CompareFunction  func = CMPF_LESS_EQUAL)
pure virtual

Sets the comparison function for the depth buffer check.

Advanced use only - allows you to choose the function applied to compare the depth values of new and existing pixels in the depth buffer. Only an issue if the deoth buffer check is enabled (see _setDepthBufferCheckEnabled)

Parameters
funcThe comparison between the new depth and the existing depth which must return true for the new pixel to be written.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _setColourBufferWriteEnabled()

virtual void Ogre::RenderSystem::_setColourBufferWriteEnabled ( bool  red,
bool  green,
bool  blue,
bool  alpha 
)
pure virtual

◆ _setDepthBias()

virtual void Ogre::RenderSystem::_setDepthBias ( float  constantBias,
float  slopeScaleBias = 0.0f 
)
pure virtual

Sets the depth bias, NB you should use the Material version of this.

Remarks
When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).
A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top.
Note
The final bias value is a combination of a constant bias and a bias proportional to the maximum depth slope of the polygon being rendered. The final bias is constantBias + slopeScaleBias * maxslope. Slope scale biasing is generally preferable but is not available on older hardware.
Parameters
constantBiasThe constant bias value, expressed as a value in homogeneous depth coordinates.
slopeScaleBiasThe bias value which is factored by the maximum slope of the polygon, see the description above. This is not supported by all cards.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _beginGeometryCount()

virtual void Ogre::RenderSystem::_beginGeometryCount ( void  )
virtual

The RenderSystem will keep a count of tris rendered, this resets the count.

◆ _getFaceCount()

virtual unsigned int Ogre::RenderSystem::_getFaceCount ( void  ) const
virtual

Reports the number of tris rendered since the last _beginGeometryCount call.

◆ _getBatchCount()

virtual unsigned int Ogre::RenderSystem::_getBatchCount ( void  ) const
virtual

Reports the number of batches rendered since the last _beginGeometryCount call.

◆ _getVertexCount()

virtual unsigned int Ogre::RenderSystem::_getVertexCount ( void  ) const
virtual

Reports the number of vertices passed to the renderer since the last _beginGeometryCount call.

◆ convertColourValue()

void Ogre::RenderSystem::convertColourValue ( const ColourValue colour,
uint32 pDest 
)

Generates a packed data version of the passed in ColourValue suitable for use as with this RenderSystem.

Remarks
Since different render systems have different colour data formats (eg RGBA for GL, ARGB for D3D) this method allows you to use 1 method for all.
Parameters
colourThe colour to convert
pDestPointer to location to put the result.

◆ getColourVertexElementType()

virtual VertexElementType Ogre::RenderSystem::getColourVertexElementType ( void  ) const
pure virtual

Get the native VertexElementType for a compact 32-bit colour value for this rendersystem.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ _convertProjectionMatrix()

virtual void Ogre::RenderSystem::_convertProjectionMatrix ( const Matrix4 matrix,
Matrix4 dest,
bool  forGpuProgram = false 
)
pure virtual

Converts a uniform projection matrix to suitable for this render system.

Remarks
Because different APIs have different requirements (some incompatible) for the projection matrix, this method allows each to implement their own correctly and pass back a generic OGRE matrix for storage in the engine.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ _setPolygonMode()

virtual void Ogre::RenderSystem::_setPolygonMode ( PolygonMode  level)
pure virtual

Sets how to rasterise triangles, as points, wireframe or solid polys.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ setStencilCheckEnabled()

virtual void Ogre::RenderSystem::setStencilCheckEnabled ( bool  enabled)
pure virtual

Turns stencil buffer checking on or off.

Remarks
Stencilling (masking off areas of the rendering target based on the stencil buffer) can be turned on or off using this method. By default, stencilling is disabled.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ setStencilBufferParams()

virtual void Ogre::RenderSystem::setStencilBufferParams ( CompareFunction  func = CMPF_ALWAYS_PASS,
uint32  refValue = 0,
uint32  compareMask = 0xFFFFFFFF,
uint32  writeMask = 0xFFFFFFFF,
StencilOperation  stencilFailOp = SOP_KEEP,
StencilOperation  depthFailOp = SOP_KEEP,
StencilOperation  passOp = SOP_KEEP,
bool  twoSidedOperation = false,
bool  readBackAsTexture = false 
)
pure virtual

This method allows you to set all the stencil buffer parameters in one call.

Remarks
The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:
(Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)
The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too.
Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see RenderQueue) and register a RenderQueueListener to get notifications between batches.
There are individual state change methods for each of the parameters set using this method. Note that the default values in this method represent the defaults at system start up too.
Parameters
funcThe comparison function applied.
refValueThe reference value used in the comparison
compareMaskThe bitmask applied to both the stencil value and the reference value before comparison
writeMaskThe bitmask the controls which bits from refValue will be written to stencil buffer (valid for operations such as SOP_REPLACE). the stencil
stencilFailOpThe action to perform when the stencil check fails
depthFailOpThe action to perform when the stencil check passes, but the depth buffer check still fails
passOpThe action to take when both the stencil and depth check pass.
twoSidedOperationIf set to true, then if you render both back and front faces (you'll have to turn off culling) then these parameters will apply for front faces, and the inverse of them will happen for back faces (keep remains the same).
readBackAsTextureD3D11 specific

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ setNormaliseNormals()

virtual void Ogre::RenderSystem::setNormaliseNormals ( bool  normalise)
inlinevirtual

Sets whether or not normals are to be automatically normalised.

Remarks
This is useful when, for example, you are scaling SceneNodes such that normals may not be unit-length anymore. Note though that this has an overhead so should not be turn on unless you really need it.
You should not normally call this direct unless you are rendering world geometry; set it on the Renderable because otherwise it will be overridden by material settings.
Deprecated:
only needed for fixed function APIs

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::GLRenderSystem.

◆ _render()

virtual void Ogre::RenderSystem::_render ( const RenderOperation op)
virtual

Render something to the active viewport.

Low-level rendering interface to perform rendering operations. Unlikely to be used directly by client applications, since the SceneManager and various support classes will be responsible for calling this method. Can only be called between _beginScene and _endScene

Parameters
opA rendering operation instance, which contains details of the operation to be performed.

Reimplemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ _dispatchCompute()

virtual void Ogre::RenderSystem::_dispatchCompute ( const Vector3i workgroupDim)
inlinevirtual

◆ getCapabilities()

const RenderSystemCapabilities* Ogre::RenderSystem::getCapabilities ( void  ) const
inline

Gets the capabilities of the render system.

◆ getDriverVersion()

const DriverVersion& Ogre::RenderSystem::getDriverVersion ( void  ) const
inline

Returns the driver version.

◆ _getDefaultViewportMaterialScheme()

const String& Ogre::RenderSystem::_getDefaultViewportMaterialScheme ( void  ) const

Returns the default material scheme used by the render system.

Systems that use the RTSS to emulate a fixed function pipeline (e.g. OpenGL ES 2, GL3+, DX11) need to return the default material scheme of the RTSS ShaderGenerator.

This is currently only used to set the default material scheme for viewports. It is a necessary step on these render systems for render textures to be rendered into properly.

◆ bindGpuProgram()

virtual void Ogre::RenderSystem::bindGpuProgram ( GpuProgram prg)
virtual

Binds a given GpuProgram (but not the parameters).

Remarks
Only one GpuProgram of each type can be bound at once, binding another one will simply replace the existing one.

Reimplemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ bindGpuProgramParameters()

virtual void Ogre::RenderSystem::bindGpuProgramParameters ( GpuProgramType  gptype,
const GpuProgramParametersPtr params,
uint16  variabilityMask 
)
pure virtual

Bind Gpu program parameters.

Parameters
gptypeThe type of program to bind the parameters to
paramsThe parameters to bind
variabilityMaskA mask of GpuParamVariability identifying which params need binding

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ bindGpuProgramPassIterationParameters()

virtual void Ogre::RenderSystem::bindGpuProgramPassIterationParameters ( GpuProgramType  gptype)
inlinevirtual
Deprecated:
do not use

◆ unbindGpuProgram()

virtual void Ogre::RenderSystem::unbindGpuProgram ( GpuProgramType  gptype)
virtual

Unbinds GpuPrograms of a given GpuProgramType.

Remarks
This returns the pipeline to fixed-function processing for this type.

Reimplemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ isGpuProgramBound()

bool Ogre::RenderSystem::isGpuProgramBound ( GpuProgramType  gptype)

Returns whether or not a Gpu program of the given type is currently bound.

◆ getNativeShadingLanguageVersion()

uint16 Ogre::RenderSystem::getNativeShadingLanguageVersion ( ) const
inline

Gets the native shading language version for this render system.

Formatted so that it can be used within a shading program. For example, OpenGL 3.2 would return 150, while 3.3 would return 330

References Ogre::ColourValue::Black.

◆ setClipPlanes()

virtual void Ogre::RenderSystem::setClipPlanes ( const PlaneList clipPlanes)
virtual

Sets the user clipping region.

Deprecated:
only needed for fixed function APIs

◆ _initRenderTargets()

void Ogre::RenderSystem::_initRenderTargets ( void  )

Utility method for initialising all render targets attached to this rendering system.

◆ _notifyCameraRemoved()

void Ogre::RenderSystem::_notifyCameraRemoved ( const Camera cam)

Utility method to notify all render targets that a camera has been removed, in case they were referring to it as their viewer.

◆ _updateAllRenderTargets()

virtual void Ogre::RenderSystem::_updateAllRenderTargets ( bool  swapBuffers = true)
virtual

Internal method for updating all render targets attached to this rendering system.

Reimplemented in Ogre::D3D11RenderSystem.

◆ _swapAllRenderTargetBuffers()

virtual void Ogre::RenderSystem::_swapAllRenderTargetBuffers ( )
virtual

Internal method for swapping all the buffers on all render targets, if _updateAllRenderTargets was called with a 'false' parameter.

Reimplemented in Ogre::D3D11RenderSystem.

◆ setInvertVertexWinding()

void Ogre::RenderSystem::setInvertVertexWinding ( bool  invert)

Sets whether or not vertex windings set should be inverted; this can be important for rendering reflections.

◆ getInvertVertexWinding()

bool Ogre::RenderSystem::getInvertVertexWinding ( void  ) const

Indicates whether or not the vertex windings set will be inverted for the current render (e.g.

reflections)

See also
RenderSystem::setInvertVertexWinding

◆ setScissorTest()

virtual void Ogre::RenderSystem::setScissorTest ( bool  enabled,
size_t  left = 0,
size_t  top = 0,
size_t  right = 800,
size_t  bottom = 600 
)
pure virtual

Sets the 'scissor region' i.e.

the region of the target in which rendering can take place.

Remarks
This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.
Note
Not all systems support this method. Check the RenderSystemCapabilities for the RSC_SCISSOR_TEST capability to see if it is supported.
Parameters
enabledTrue to enable the scissor test, false to disable it.
left,top,right,bottomThe location of the corners of the rectangle, expressed in pixels.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ clearFrameBuffer()

virtual void Ogre::RenderSystem::clearFrameBuffer ( unsigned int  buffers,
const ColourValue colour = ColourValue::Black,
Real  depth = 1.0f,
unsigned short  stencil = 0 
)
pure virtual

Clears one or more frame buffers on the active render target.

Parameters
buffersCombination of one or more elements of FrameBufferType denoting which buffers are to be cleared
colourThe colour to clear the colour buffer with, if enabled
depthThe value to initialise the depth buffer with, if enabled
stencilThe value to initialise the stencil buffer with, if enabled.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ getHorizontalTexelOffset()

virtual Real Ogre::RenderSystem::getHorizontalTexelOffset ( void  )
pure virtual

Returns the horizontal texel offset value required for mapping texel origins to pixel origins in this rendersystem.

Remarks
Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the horizontal direction.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ getVerticalTexelOffset()

virtual Real Ogre::RenderSystem::getVerticalTexelOffset ( void  )
pure virtual

Returns the vertical texel offset value required for mapping texel origins to pixel origins in this rendersystem.

Remarks
Since rendersystems sometimes disagree on the origin of a texel, mapping from texels to pixels can sometimes be problematic to implement generically. This method allows you to retrieve the offset required to map the origin of a texel to the origin of a pixel in the vertical direction.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ getMinimumDepthInputValue()

virtual Real Ogre::RenderSystem::getMinimumDepthInputValue ( void  )
pure virtual

Gets the minimum (closest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ getMaximumDepthInputValue()

virtual Real Ogre::RenderSystem::getMaximumDepthInputValue ( void  )
pure virtual

Gets the maximum (farthest) depth value to be used when rendering using identity transforms.

Remarks
When using identity transforms you can manually set the depth of a vertex; however the input values required differ per rendersystem. This method lets you retrieve the correct value.
See also
Renderable::getUseIdentityView, Renderable::getUseIdentityProjection

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, and Ogre::GLRenderSystemCommon.

◆ setCurrentPassIterationCount()

virtual void Ogre::RenderSystem::setCurrentPassIterationCount ( const size_t  count)
inlinevirtual

set the current multi pass count value.

This must be set prior to calling _render() if multiple renderings of the same pass state are required.

Parameters
countNumber of times to render the current state.

◆ setDeriveDepthBias()

void Ogre::RenderSystem::setDeriveDepthBias ( bool  derive,
float  baseValue = 0.0f,
float  multiplier = 0.0f,
float  slopeScale = 0.0f 
)
inline

Tell the render system whether to derive a depth bias on its own based on the values passed to it in setCurrentPassIterationCount.

The depth bias set will be baseValue + iteration * multiplier

Parameters
deriveTrue to tell the RS to derive this automatically
baseValueThe base value to which the multiplier should be added
multiplierThe amount of depth bias to apply per iteration
slopeScaleThe constant slope scale bias for completeness

◆ _setRenderTarget()

virtual void Ogre::RenderSystem::_setRenderTarget ( RenderTarget target)
pure virtual

Set current render target to target, enabling its device context if needed.

Implemented in Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, Ogre::D3D9RenderSystem, and Ogre::GLES2RenderSystem.

◆ setSharedListener()

static void Ogre::RenderSystem::setSharedListener ( Listener listener)
static

Sets shared listener.

Remarks
Shared listener could be set even if no render system is selected yet. This listener will receive "RenderSystemChanged" event on each Root::setRenderSystem call.

◆ getSharedListener()

static Listener* Ogre::RenderSystem::getSharedListener ( void  )
static

Retrieve a pointer to the current shared render system listener.

◆ addListener()

void Ogre::RenderSystem::addListener ( Listener l)

Adds a listener to the custom events that this render system can raise.

Remarks
Some render systems have quite specific, internally generated events that the application may wish to be notified of. Many applications don't have to worry about these events, and can just trust OGRE to handle them, but if you want to know, you can add a listener here.
Events are raised very generically by string name. Perhaps the most common example of a render system specific event is the loss and restoration of a device in DirectX; which OGRE deals with, but you may wish to know when it happens.
See also
RenderSystem::getRenderSystemEvents

◆ removeListener()

void Ogre::RenderSystem::removeListener ( Listener l)

Remove a listener to the custom events that this render system can raise.

◆ getRenderSystemEvents()

const StringVector& Ogre::RenderSystem::getRenderSystemEvents ( void  ) const
inline

Gets a list of the rendersystem specific events that this rendersystem can raise.

See also
RenderSystem::addListener

◆ preExtraThreadsStarted()

virtual void Ogre::RenderSystem::preExtraThreadsStarted ( )
pure virtual

Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered.

Remarks
Call this from your main thread before starting your other threads.
Note
If you start your own threads, there is a specific startup sequence which must be respected and requires synchronisation between the threads:
  1. [Main thread] Call preExtraThreadsStarted()
  2. [Main thread] Start other thread, wait
  3. [Other thread] Call registerThread(), notify main thread & continue
  4. [Main thread] Wake up & call postExtraThreadsStarted()
Once this init sequence is completed the threads are independent but this startup sequence must be respected.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ postExtraThreadsStarted()

virtual void Ogre::RenderSystem::postExtraThreadsStarted ( )
pure virtual

Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered.

See also
RenderSystem::preExtraThreadsStarted

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ registerThread()

virtual void Ogre::RenderSystem::registerThread ( )
pure virtual

Register the an additional thread which may make calls to rendersystem-related objects.

Remarks
This method should only be called by additional threads during their initialisation. If they intend to use hardware rendering system resources they should call this method before doing anything related to the render system. Some rendering APIs require a per-thread setup and this method will sort that out. It is also necessary to call unregisterThread before the thread shuts down.
Note
This method takes no parameters - it must be called from the thread being registered and that context is enough.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ unregisterThread()

virtual void Ogre::RenderSystem::unregisterThread ( )
pure virtual

Unregister an additional thread which may make calls to rendersystem-related objects.

See also
RenderSystem::registerThread

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ getDisplayMonitorCount()

virtual unsigned int Ogre::RenderSystem::getDisplayMonitorCount ( ) const
pure virtual

◆ beginProfileEvent()

virtual void Ogre::RenderSystem::beginProfileEvent ( const String eventName)
pure virtual

This marks the beginning of an event for GPU profiling.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ endProfileEvent()

virtual void Ogre::RenderSystem::endProfileEvent ( void  )
pure virtual

Ends the currently active GPU profiling event.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ markProfileEvent()

virtual void Ogre::RenderSystem::markProfileEvent ( const String event)
pure virtual

Marks an instantaneous event for graphics profilers.

This is equivalent to calling

See also
beginProfileEvent and
endProfileEvent back to back.

Implemented in Ogre::D3D9RenderSystem, Ogre::D3D11RenderSystem, Ogre::GLRenderSystem, Ogre::GL3PlusRenderSystem, and Ogre::GLES2RenderSystem.

◆ getCustomAttribute()

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

Gets a custom (maybe platform-specific) attribute.

Remarks
This is a nasty way of satisfying any API's need to see platform-specific details.
Parameters
nameThe name of the attribute.
pDataPointer to memory of the right kind of structure to receive the info.

Reimplemented in Ogre::D3D11RenderSystem.

◆ setDrawBuffer()

virtual bool Ogre::RenderSystem::setDrawBuffer ( ColourBufferType  colourBuffer)
inlinevirtual

Sets the colour buffer that the render system will to draw.

If the render system implementation or configuration does not support a particular value, then false will be returned and the current colour buffer value will not be modified.

Parameters
colourBufferSpecifies the colour buffer that will be drawn into.

Reimplemented in Ogre::D3D9RenderSystem, and Ogre::D3D11RenderSystem.

References OGRE_MAX_TEXTURE_LAYERS.


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