#include <OgreNaClGLContext.h>
◆ NaClGLContext()
Ogre::NaClGLContext::NaClGLContext |
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const NaClWindow * |
window, |
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const NaClGLSupport * |
glsupport, |
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pp::Instance * |
instance, |
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pp::CompletionCallback * |
swapCallback |
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◆ ~NaClGLContext()
virtual Ogre::NaClGLContext::~NaClGLContext |
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◆ setCurrent()
virtual void Ogre::NaClGLContext::setCurrent |
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Enable the context.
All subsequent rendering commands will go here.
Implements Ogre::GLContext.
◆ endCurrent()
virtual void Ogre::NaClGLContext::endCurrent |
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This is called before another context is made current.
By default, nothing is done here.
Implements Ogre::GLContext.
◆ clone()
Create a new context based on the same window/pbuffer as this context - mostly useful for additional threads.
- Note
- The caller is responsible for deleting the returned context.
Implements Ogre::GLContext.
◆ swapBuffers()
void Ogre::NaClGLContext::swapBuffers |
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◆ resize()
void Ogre::NaClGLContext::resize |
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◆ Graphics3DContextLost()
virtual void Ogre::NaClGLContext::Graphics3DContextLost |
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The Graphics3DClient interface - pp::Graphics3DClient_Dev.
◆ barrier()
virtual void Ogre::GLContext::barrier |
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inlinevirtualinherited |
Sequence gl commands enqueued in current context to be completed before commands that would be enqueued by other contexts after this moment, does not wait for completion.
This ensures for example that resources created in the current context would be available in other shared contexts. Implementation could flush commands from per-context CPU queue to single GPU queue, use glFenceSync/glWaitSync, eglWaitClient or any other mechanism to accomplish the goal.
◆ getInitialized()
bool Ogre::GLContext::getInitialized |
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inlineinherited |
◆ setInitialized()
void Ogre::GLContext::setInitialized |
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inlineinherited |
◆ releaseContext()
virtual void Ogre::GLContext::releaseContext |
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inlinevirtualinherited |
Release the render context.
The documentation for this class was generated from the following file: