|
struct | _ConfigOption |
| Packages the details of a configuration option. More...
|
|
class | AbsolutePixelCountLodStrategy |
|
class | AbstractNode |
|
class | AlignedMemory |
| Class to provide aligned memory allocate functionality. More...
|
|
class | AllocatedObject |
| Superclass for all objects that wish to use custom memory allocators when their new / delete operators are called. More...
|
|
class | AndroidLogListener |
|
class | Angle |
| Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More...
|
|
class | AnimableObject |
| Defines an interface to classes which have one or more AnimableValue instances to expose. More...
|
|
class | AnimableValue |
| Defines an object property which is animable, i.e. More...
|
|
class | Animation |
| An animation sequence. More...
|
|
class | AnimationContainer |
| An animation container interface, which allows generic access to sibling animations. More...
|
|
class | AnimationControllerFunction |
| Predefined controller function for dealing with animation. More...
|
|
class | AnimationState |
| Represents the state of an animation and the weight of its influence. More...
|
|
class | AnimationStateControllerValue |
| ControllerValue wrapper class for AnimationState. More...
|
|
class | AnimationStateSet |
| Class encapsulating a set of AnimationState objects. More...
|
|
class | AnimationTrack |
| A 'track' in an animation sequence, i.e. More...
|
|
class | AntiPortal |
| AntiPortal datastructure for occlusion culling. More...
|
|
class | AntiPortalFactory |
| Factory object for creating AntiPortal instances. More...
|
|
class | Any |
| Variant type that can hold Any other type. More...
|
|
class | AnyNumeric |
| Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / . More...
|
|
class | APKFileSystemArchive |
|
class | APKFileSystemArchiveFactory |
|
class | APKZipArchiveFactory |
|
class | Archive |
| Archive-handling class. More...
|
|
class | ArchiveFactory |
| Abstract factory class, archive codec plugins can register concrete subclasses of this. More...
|
|
class | ArchiveManager |
| This class manages the available ArchiveFactory plugins. More...
|
|
class | AreaEmitter |
| Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be). More...
|
|
class | AtomAbstractNode |
| This is an abstract node which cannot be broken down further. More...
|
|
class | AtomicObject |
|
class | AtomicScalar |
|
class | AutoParamDataSource |
| This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters. More...
|
|
class | AxisAlignedBox |
| A 3D box aligned with the x/y/z axes. More...
|
|
class | AxisAlignedBoxSceneQuery |
| Specialises the SceneQuery class for querying within an axis aligned box. More...
|
|
struct | BackgroundProcessResult |
| Encapsulates the result of a background queue request. More...
|
|
class | Barrier |
| A barrier is a synchronization mechanism where multiple threads wait until all of them have reached the barrier sync point before continuing. More...
|
|
class | BaseInstanceBatchVTF |
| Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) This implementation has the following advantages: Supports huge amount of instances per batch Supports skinning even with huge ammounts of instances per batch Doesn't need shader constants registers. More...
|
|
class | Billboard |
| A billboard is a primitive which always faces the camera in every frame. More...
|
|
class | BillboardChain |
| Allows the rendering of a chain of connected billboards. More...
|
|
class | BillboardChainFactory |
| Factory object for creating BillboardChain instances. More...
|
|
class | BillboardParticleRenderer |
| Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
|
|
class | BillboardParticleRendererFactory |
| Factory class for BillboardParticleRenderer. More...
|
|
class | BillboardSet |
| A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
|
|
class | BillboardSetFactory |
| Factory object for creating BillboardSet instances. More...
|
|
class | Bitwise |
| Class for manipulating bit patterns. More...
|
|
class | Bone |
| A bone in a skeleton. More...
|
|
class | BorderPanelOverlayElement |
| A specialisation of the PanelOverlayElement to provide a panel with a border. More...
|
|
class | BorderPanelOverlayElementFactory |
| Factory for creating BorderPanelOverlayElement instances. More...
|
|
class | BorderRenderable |
| Class for rendering the border of a BorderPanelOverlayElement. More...
|
|
struct | Box |
| Structure used to define a box in a 3-D integer space. More...
|
|
class | BoxEmitter |
| Particle emitter which emits particles randomly from points inside a box. More...
|
|
class | BoxEmitterFactory |
| Factory class for particle emitter of type "Box". More...
|
|
class | BspIntersectionSceneQuery |
| BSP specialisation of IntersectionSceneQuery. More...
|
|
class | BspLevel |
| Holds all the data associated with a Binary Space Parition (BSP) based indoor level. More...
|
|
class | BspNode |
| Encapsulates a node in a BSP tree. More...
|
|
class | BspRaySceneQuery |
| BSP specialisation of RaySceneQuery. More...
|
|
class | BspResourceManager |
| Manages the locating and loading of BSP-based indoor levels. More...
|
|
class | BspSceneManager |
| Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More...
|
|
class | BspSceneManagerFactory |
| Factory for BspSceneManager. More...
|
|
class | BspSceneManagerPlugin |
| Plugin instance for BSPSceneManager. More...
|
|
class | BspSceneNode |
| Specialisation of SceneNode for the BspSceneManager. More...
|
|
class | BuiltinScriptTranslatorManager |
| This class manages the builtin translators. More...
|
|
class | Camera |
| A viewpoint from which the scene will be rendered. More...
|
|
class | Capsule |
|
class | CategorisedAlignAllocPolicy |
|
class | CategorisedAllocPolicy |
|
class | CgFxScriptLoader |
| Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
|
|
class | CgPlugin |
| Plugin instance for Cg Program Manager. More...
|
|
class | CgProgram |
| Specialisation of HighLevelGpuProgram to provide support for nVidia's CG language. More...
|
|
class | CgProgramFactory |
| Factory class for Cg programs. More...
|
|
class | Codec |
| Abstract class that defines a 'codec'. More...
|
|
class | ColourFaderAffector |
| This plugin subclass of ParticleAffector allows you to alter the colour of particles. More...
|
|
class | ColourFaderAffector2 |
| This plugin subclass of ParticleAffector allows you to alter the colour of particles. More...
|
|
class | ColourFaderAffectorFactory |
| Factory class for ColourFaderAffector. More...
|
|
class | ColourFaderAffectorFactory2 |
| Factory class for ColourFaderAffector. More...
|
|
class | ColourImageAffector |
|
class | ColourImageAffectorFactory |
| Factory class for ColourImageAffector. More...
|
|
class | ColourInterpolatorAffector |
|
class | ColourInterpolatorAffectorFactory |
| Factory class for ColourInterpolatorAffector. More...
|
|
class | ColourValue |
| Class representing colour. More...
|
|
class | CompositionPass |
| Object representing one pass or operation in a composition sequence. More...
|
|
class | CompositionPassTranslator |
|
class | CompositionTargetPass |
| Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework. More...
|
|
class | CompositionTargetPassTranslator |
|
class | CompositionTechnique |
| Base composition technique, can be subclassed in plugins. More...
|
|
class | CompositionTechniqueTranslator |
|
class | Compositor |
| Class representing a Compositor object. More...
|
|
class | CompositorChain |
| Chain of compositor effects applying to one viewport. More...
|
|
class | CompositorInstance |
| An instance of a Compositor object for one Viewport. More...
|
|
class | CompositorLogic |
| Interface for compositor logics, which can be automatically binded to compositors, allowing per-compositor logic (such as attaching a relevant listener) to happen automatically. More...
|
|
class | CompositorManager |
| Class for managing Compositor settings for Ogre. More...
|
|
class | CompositorTranslator |
|
class | ComPtr |
|
struct | ConcreteNode |
|
class | ConfigDialog |
| Defines the behaviour of an automatic renderer configuration dialog. More...
|
|
class | ConfigFile |
| Class for quickly loading settings from a text file. More...
|
|
class | ConstMapIterator |
| Concrete IteratorWrapper for const access to the underlying key-value container. More...
|
|
struct | ConstMapRange |
| Predefined type. More...
|
|
class | ConstVectorIterator |
| Concrete IteratorWrapper for const access to the underlying container. More...
|
|
struct | ConstVectorRange |
| Predefined type. More...
|
|
class | Controller |
| Instances of this class 'control' the value of another object in the system. More...
|
|
class | ControllerFunction |
| Subclasses of this class are responsible for performing a function on an input value for a Controller. More...
|
|
class | ControllerManager |
| Class for managing Controller instances. More...
|
|
class | ControllerValue |
| Can either be used as an input or output value. More...
|
|
class | ConvexBody |
| Holds a solid representation of a convex body. More...
|
|
class | CreateCompositorScriptCompilerEvent |
|
class | CreateGpuProgramScriptCompilerEvent |
|
class | CreateGpuSharedParametersScriptCompilerEvent |
|
class | CreateHighLevelGpuProgramScriptCompilerEvent |
|
class | CreateMaterialScriptCompilerEvent |
|
class | CreateParticleSystemScriptCompilerEvent |
|
class | CustomCompositionPass |
| Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
|
|
class | CylinderEmitter |
| Particle emitter which emits particles randomly from points inside a cylinder. More...
|
|
class | CylinderEmitterFactory |
| Factory class for particle emitter of type "Cylinder". More...
|
|
class | D3D11DepthBuffer |
|
class | D3D11Device |
|
class | D3D11DeviceResource |
| Represents a Direct3D rendering resource. More...
|
|
class | D3D11DeviceResourceManager |
| Singleton that is used to propagate device state changed notifications. More...
|
|
class | D3D11Driver |
|
class | D3D11DriverList |
|
class | D3D11GpuProgramManager |
|
class | D3D11HardwareBuffer |
| Base implementation of a D3D11 buffer, dealing with all the common aspects. More...
|
|
class | D3D11HardwareBufferManager |
| D3D11HardwareBufferManagerBase as a Singleton. More...
|
|
class | D3D11HardwareBufferManagerBase |
| Implementation of HardwareBufferManager for D3D11. More...
|
|
class | D3D11HardwareIndexBuffer |
|
class | D3D11HardwareOcclusionQuery |
| This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
|
|
class | D3D11HardwarePixelBuffer |
|
class | D3D11HardwareUniformBuffer |
| Specialisation of HardwareBuffer for D3D11. More...
|
|
class | D3D11HardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for D3D11. More...
|
|
class | D3D11HLSLProgram |
| Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL). More...
|
|
class | D3D11HLSLProgramFactory |
| Factory class for D3D11 HLSL programs. More...
|
|
class | D3D11Mappings |
|
class | D3D11MultiRenderTarget |
|
class | D3D11Plugin |
| Plugin instance for D3D11 Manager. More...
|
|
class | D3D11RenderingAPIException |
|
class | D3D11RenderSystem |
| Implementation of DirectX11 as a rendering system. More...
|
|
class | D3D11RenderTexture |
| RenderTexture implementation for D3D11. More...
|
|
class | D3D11RenderToVertexBuffer |
| An object which renders geometry to a vertex. More...
|
|
class | D3D11RenderWindowBase |
|
class | D3D11RenderWindowSwapChainBased |
|
class | D3D11StereoDriverAMD |
| Virtual interface of the stereo driver. More...
|
|
class | D3D11StereoDriverBridge |
| Bridge interface from the render system to the stereo driver. More...
|
|
class | D3D11StereoDriverImpl |
| Virtual interface of the stereo driver. More...
|
|
class | D3D11StereoDriverNVIDIA |
| Interface of the NVIDIA stereo driver. More...
|
|
class | D3D11Texture |
| Specialisation of Texture for D3D11. More...
|
|
class | D3D11TextureManager |
|
class | D3D11VertexDeclaration |
| Specialisation of VertexDeclaration for D3D11. More...
|
|
class | D3D11VideoMode |
|
class | D3D11VideoModeList |
|
class | D3D9DepthBuffer |
|
class | D3D9Device |
| High level interface of Direct3D9 Device. More...
|
|
class | D3D9DeviceManager |
| Device manager interface. More...
|
|
class | D3D9Driver |
|
class | D3D9DriverList |
|
class | D3D9GpuFragmentProgram |
| Direct3D implementation of low-level fragment programs. More...
|
|
class | D3D9GpuProgram |
| Direct3D implementation of a few things common to low-level vertex & fragment programs. More...
|
|
class | D3D9GpuProgramManager |
|
class | D3D9GpuVertexProgram |
| Direct3D implementation of low-level vertex programs. More...
|
|
class | D3D9HardwareBufferManager |
| D3D9HardwareBufferManagerBase as a Singleton. More...
|
|
class | D3D9HardwareBufferManagerBase |
| Implementation of HardwareBufferManager for D3D9. More...
|
|
class | D3D9HardwareIndexBuffer |
|
class | D3D9HardwareOcclusionQuery |
| This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
|
|
class | D3D9HardwarePixelBuffer |
|
class | D3D9HardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for D3D9. More...
|
|
class | D3D9HLSLProgram |
| Specialisation of HighLevelGpuProgram to provide support for D3D9 High-Level Shader Language (HLSL). More...
|
|
class | D3D9HLSLProgramFactory |
| Factory class for D3D9 HLSL programs. More...
|
|
class | D3D9Mappings |
|
class | D3D9MultiRenderTarget |
|
class | D3D9Plugin |
| Plugin instance for D3D9 Manager. More...
|
|
class | D3D9RenderSystem |
| Implementation of DirectX9 as a rendering system. More...
|
|
class | D3D9RenderTexture |
| RenderTexture implementation for D3D9. More...
|
|
class | D3D9RenderWindow |
|
class | D3D9Resource |
| Represents a Direct3D rendering resource. More...
|
|
class | D3D9ResourceManager |
|
class | D3D9StereoDriverAMD |
| Virtual interface of the stereo driver. More...
|
|
class | D3D9StereoDriverBridge |
| Bridge interface from the render system to the stereo driver. More...
|
|
class | D3D9StereoDriverImpl |
| Virtual interface of the stereo driver. More...
|
|
class | D3D9StereoDriverNVIDIA |
| Interface of the NVIDIA stereo driver. More...
|
|
class | D3D9Texture |
|
class | D3D9TextureManager |
|
class | D3D9VertexDeclaration |
| Specialisation of VertexDeclaration for D3D9. More...
|
|
class | D3D9VideoMode |
|
class | D3D9VideoModeList |
|
class | DataStream |
| General purpose class used for encapsulating the reading and writing of data. More...
|
|
class | DDSCodec |
| Codec specialized in loading DDS (Direct Draw Surface) images. More...
|
|
class | DefaultAxisAlignedBoxSceneQuery |
| Default implementation of AxisAlignedBoxSceneQuery. More...
|
|
class | DefaultHardwareBufferManager |
| DefaultHardwareBufferManager as a Singleton. More...
|
|
class | DefaultHardwareBufferManagerBase |
| Specialisation of HardwareBufferManagerBase to emulate hardware buffers. More...
|
|
class | DefaultHardwareCounterBuffer |
| Specialisation of HardwareCounterBuffer for emulation. More...
|
|
class | DefaultHardwareIndexBuffer |
| Specialisation of HardwareIndexBuffer for emulation. More...
|
|
class | DefaultHardwareUniformBuffer |
| Specialisation of HardwareUniformBuffer for emulation. More...
|
|
class | DefaultHardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for emulation. More...
|
|
class | DefaultIntersectionSceneQuery |
| Default implementation of IntersectionSceneQuery. More...
|
|
class | DefaultPlaneBoundedVolumeListSceneQuery |
| Default implementation of PlaneBoundedVolumeListSceneQuery. More...
|
|
class | DefaultProperties |
|
class | DefaultRaySceneQuery |
| Default implementation of RaySceneQuery. More...
|
|
class | DefaultSceneManager |
| Default scene manager. More...
|
|
class | DefaultSceneManagerFactory |
| Factory for default scene manager. More...
|
|
class | DefaultShadowCameraSetup |
| Implements default shadow camera setup. More...
|
|
class | DefaultSphereSceneQuery |
| Default implementation of SphereSceneQuery. More...
|
|
class | DefaultWorkQueue |
| Implementation of a general purpose request / response style background work queue. More...
|
|
class | DefaultWorkQueueBase |
| Base for a general purpose request / response style background work queue. More...
|
|
class | DefaultZone |
|
class | DefaultZoneFactory |
|
class | DeflateStream |
| Stream which compresses / uncompresses data using the 'deflate' compression algorithm. More...
|
|
class | DeflectorPlaneAffector |
| This class defines a ParticleAffector which deflects particles. More...
|
|
class | DeflectorPlaneAffectorFactory |
| Factory class for DeflectorPlaneAffector. More...
|
|
class | Degree |
| Wrapper class which indicates a given angle value is in Degrees. More...
|
|
class | DepthBuffer |
| An abstract class that contains a depth/stencil buffer. More...
|
|
struct | deque |
|
class | DirectionRandomiserAffector |
| This class defines a ParticleAffector which applies randomness to the movement of the particles. More...
|
|
class | DirectionRandomiserAffectorFactory |
| Factory class for DirectionRandomiserAffector. More...
|
|
class | DistanceLodBoxStrategy |
| Level of detail strategy based on distance from camera to an object's bounding box. More...
|
|
class | DistanceLodSphereStrategy |
| Level of detail strategy based on distance from camera to an object's bounding sphere. More...
|
|
class | DistanceLodStrategyBase |
| Level of detail strategy based on distance from camera. More...
|
|
struct | DriverVersion |
| DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver. More...
|
|
class | DualQuaternion |
| Implementation of a dual quaternion, i.e. More...
|
|
class | DynLib |
| Resource holding data about a dynamic library. More...
|
|
class | DynLibManager |
| Manager for Dynamic-loading Libraries. More...
|
|
class | EdgeData |
| This class contains the information required to describe the edge connectivity of a given set of vertices and indexes. More...
|
|
class | EdgeListBuilder |
| General utility class for building edge lists for geometry. More...
|
|
class | EllipsoidEmitter |
| Particle emitter which emits particles randomly from points inside an ellipsoid. More...
|
|
class | EllipsoidEmitterFactory |
| Factory class for particle emitter of type "Ellipsoid". More...
|
|
class | EmbeddedZipArchiveFactory |
| Specialisation of ZipArchiveFactory for embedded Zip files. More...
|
|
class | Entity |
| Defines an instance of a discrete, movable object based on a Mesh. More...
|
|
class | EntityFactory |
| Factory object for creating Entity instances. More...
|
|
struct | EntityMaterialLodChangedEvent |
| Struct containing information about a material LOD change event for entities. More...
|
|
struct | EntityMeshLodChangedEvent |
| Struct containing information about a mesh LOD change event for entities. More...
|
|
class | ErrorDialog |
| Class for displaying the error dialog if Ogre fails badly. More...
|
|
class | ETCCodec |
| Codec specialized in loading ETC (Ericsson Texture Compression) images. More...
|
|
class | Exception |
| When thrown, provides information about an error that has occurred inside the engine. More...
|
|
class | ExceptionFactory |
| Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More...
|
|
class | EXRCodec |
| Codec specialized in loading OpenEXR high dynamic range images. More...
|
|
class | ExternalTextureSource |
| IMPORTANT: Plugins must override default dictionary name! Base class that texture plugins derive from. More...
|
|
class | ExternalTextureSourceManager |
| Singleton Class which handles the registering and control of texture plugins. More...
|
|
class | FactoryObj |
| Abstract factory class. More...
|
|
class | FileHandleDataStream |
| Common subclass of DataStream for handling data from C-style file handles. More...
|
|
struct | FileInfo |
| Information about a file/directory within the archive will be returned using a FileInfo struct. More...
|
|
class | FileNotFoundException |
|
class | FileStreamDataStream |
| Common subclass of DataStream for handling data from std::basic_istream. More...
|
|
class | FileSystemArchive |
| Specialisation of the Archive class to allow reading of files from filesystem folders / directories. More...
|
|
class | FileSystemArchiveFactory |
| Specialisation of ArchiveFactory for FileSystem files. More...
|
|
class | FileSystemLayer |
| Provides methods to find out where the Ogre config files are stored and where logs and settings files should be written to. More...
|
|
class | FloatGpuParameterControllerValue |
| Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program. More...
|
|
class | FocusedShadowCameraSetup |
| Implements the uniform shadow mapping algorithm in focused mode. More...
|
|
class | Font |
| Class representing a font in the system. More...
|
|
class | FontManager |
| Manages Font resources, parsing .fontdef files and generally organising them. More...
|
|
struct | FrameEvent |
| Struct containing information about a frame event. More...
|
|
class | FrameListener |
| A interface class defining a listener which can be used to receive notifications of frame events. More...
|
|
class | FrameTimeControllerValue |
| Predefined controller value for getting the latest frame time. More...
|
|
class | FreeImageCodec |
| Codec specialized in images loaded using FreeImage. More...
|
|
class | Frustum |
| A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. More...
|
|
class | GL3PlusDepthBuffer |
|
class | GL3PlusFBOManager |
| Factory for GL Frame Buffer Objects, and related things. More...
|
|
class | GL3PlusFBOMultiRenderTarget |
| MultiRenderTarget for OpenGL. More...
|
|
class | GL3PlusFBORenderTexture |
| RenderTexture for GL FBO. More...
|
|
class | GL3PlusFrameBufferObject |
| Frame Buffer Object abstraction. More...
|
|
class | GL3PlusHardwareBufferManager |
| GL3PlusHardwareBufferManagerBase as a Singleton. More...
|
|
class | GL3PlusHardwareBufferManagerBase |
| Implementation of HardwareBufferManager for OpenGL. More...
|
|
class | GL3PlusHardwareCounterBuffer |
| Specialisation of HardwareCounterBuffer for OpenGL. More...
|
|
class | GL3PlusHardwareIndexBuffer |
|
class | GL3PlusHardwareOcclusionQuery |
| This is a class that is the base class of the query class for hardware occlusion. More...
|
|
class | GL3PlusHardwarePixelBuffer |
|
class | GL3PlusHardwareShaderStorageBuffer |
| Specialisation of HardwareUniformBuffer for the OpenGL Shader Storage Buffer. More...
|
|
class | GL3PlusHardwareUniformBuffer |
| Specialisation of HardwareUniformBuffer for OpenGL. More...
|
|
class | GL3PlusHardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for OpenGL. More...
|
|
class | GL3PlusPixelUtil |
| Class to do pixel format mapping between GL and OGRE. More...
|
|
class | GL3PlusPlugin |
| Plugin instance for GL3Plus Manager. More...
|
|
class | GL3PlusRenderBuffer |
| Renderbuffer surface. More...
|
|
class | GL3PlusRenderSystem |
| Implementation of GL 3 as a rendering system. More...
|
|
class | GL3PlusRenderToVertexBuffer |
| An object which renders geometry to a vertex. More...
|
|
class | GL3PlusStateCacheManager |
|
class | GL3PlusSupport |
|
class | GL3PlusTexture |
|
class | GL3PlusTextureBuffer |
| Texture surface. More...
|
|
class | GL3PlusTextureManager |
| GL3Plus-specific implementation of a TextureManager. More...
|
|
class | GLArbGpuProgram |
| Specialisation of the GL low-level program for ARB programs. More...
|
|
struct | GLAtomicCounterReference |
| Structure used to keep track of named atomic counter uniforms in the linked program object. More...
|
|
class | GLContext |
| Class that encapsulates an GL context. More...
|
|
class | GLCopyingRenderTexture |
|
class | GLCopyingRTTManager |
| Simple, copying manager/factory for RenderTextures. More...
|
|
class | GLDepthBuffer |
|
class | GLES2DepthBuffer |
|
class | GLES2FBOManager |
| Factory for GL ES 2 Frame Buffer Objects, and related things. More...
|
|
class | GLES2FBOMultiRenderTarget |
| MultiRenderTarget for GL ES 2.x. More...
|
|
class | GLES2FBORenderTexture |
| RenderTexture for GL ES 2 FBO. More...
|
|
class | GLES2FrameBufferObject |
| Frame Buffer Object abstraction. More...
|
|
class | GLES2GpuProgramManager |
|
class | GLES2HardwareBufferManager |
| GLES2HardwareBufferManagerBase as a Singleton. More...
|
|
class | GLES2HardwareBufferManagerBase |
| Implementation of HardwareBufferManager for OpenGL ES. More...
|
|
class | GLES2HardwareIndexBuffer |
|
class | GLES2HardwareOcclusionQuery |
|
class | GLES2HardwarePixelBuffer |
|
class | GLES2HardwareUniformBuffer |
| Specialisation of HardwareUniformBuffer for OpenGL. More...
|
|
class | GLES2HardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for OpenGL ES. More...
|
|
class | GLES2PixelUtil |
| Class to do pixel format mapping between GL and OGRE. More...
|
|
class | GLES2Plugin |
| Plugin instance for GL ES 2 Manager. More...
|
|
class | GLES2RenderBuffer |
| Renderbuffer surface. More...
|
|
class | GLES2RenderSystem |
| Implementation of GL ES 2.x as a rendering system. More...
|
|
class | GLES2RenderToVertexBuffer |
| An object which renders geometry to a vertex. More...
|
|
class | GLES2StateCacheManager |
|
class | GLES2Support |
|
class | GLES2Texture |
|
class | GLES2TextureBuffer |
| Texture surface. More...
|
|
class | GLES2TextureManager |
| GL ES-specific implementation of a TextureManager. More...
|
|
class | GLFBOManager |
| Factory for GL Frame Buffer Objects, and related things. More...
|
|
class | GLFBOMultiRenderTarget |
| MultiRenderTarget for GL. More...
|
|
class | GLFBORenderTexture |
| RenderTexture for GL FBO. More...
|
|
class | GLFrameBufferObject |
| Frame Buffer Object abstraction. More...
|
|
class | GLGpuNvparseProgram |
|
class | GLGpuProgram |
| Generalised low-level GL program, can be applied to multiple types (eg ARB and NV) More...
|
|
class | GLGpuProgramManager |
|
class | GLHardwareBufferManager |
| GLHardwareBufferManagerBase as a Singleton. More...
|
|
class | GLHardwareBufferManagerBase |
| Implementation of HardwareBufferManager for OpenGL. More...
|
|
class | GLHardwareIndexBuffer |
|
class | GLHardwareOcclusionQuery |
| This is a class that is the base class of the query class for hardware occlusion. More...
|
|
class | GLHardwarePixelBuffer |
|
class | GLHardwarePixelBufferCommon |
|
class | GLHardwareVertexBuffer |
| Specialisation of HardwareVertexBuffer for OpenGL. More...
|
|
class | GLNativeSupport |
|
class | GLPBRenderTexture |
|
class | GLPBRTTManager |
| Manager for rendertextures and PBuffers (offscreen rendering contexts) More...
|
|
class | GLPBuffer |
| An off-screen rendering context. More...
|
|
class | GLPixelUtil |
| Class to do pixel format mapping between GL and OGRE. More...
|
|
class | GLPlugin |
| Plugin instance for GL Manager. More...
|
|
class | GLRenderBuffer |
| Renderbuffer surface. More...
|
|
class | GLRenderSystem |
| Implementation of GL as a rendering system. More...
|
|
class | GLRenderSystemCommon |
|
class | GLRenderTexture |
| Base class for GL Render Textures. More...
|
|
class | GLRenderToVertexBuffer |
| An object which renders geometry to a vertex. More...
|
|
class | GLRTTManager |
| Manager/factory for RenderTextures. More...
|
|
class | GLSLESCgProgram |
| Specialisation of HighLevelGpuProgram to provide support for CG. More...
|
|
class | GLSLESCgProgramFactory |
| Factory class for GLSL ES programs. More...
|
|
class | GLSLESLinkProgram |
| C++ encapsulation of GLSL ES Program Object. More...
|
|
class | GLSLESLinkProgramManager |
| Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
|
|
class | GLSLESProgram |
| Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
|
|
class | GLSLESProgramCommon |
| C++ encapsulation of GLSL ES Program Object. More...
|
|
class | GLSLESProgramFactory |
| Factory class for GLSL ES programs. More...
|
|
class | GLSLESProgramManagerCommon |
|
class | GLSLESProgramPipeline |
| Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
|
|
class | GLSLESProgramPipelineManager |
| Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...
|
|
class | GLSLMonolithicProgram |
| Model of OpenGL program object created using the glLinkProgram method of linking. More...
|
|
class | GLSLMonolithicProgramManager |
| Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
|
|
class | GLSLProgram |
| C++ encapsulation of GLSL program object. More...
|
|
class | GLSLProgramManager |
|
class | GLSLSeparableProgram |
| Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline. More...
|
|
class | GLSLSeparableProgramManager |
| Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...
|
|
class | GLSLShader |
| Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL). More...
|
|
class | GLSLShaderFactory |
| Factory class for GLSL shaders. More...
|
|
class | GLSLShaderManager |
|
class | GLStateCacheManager |
|
class | GLStateCacheManagerCommon |
| An in memory cache of the OpenGL state. More...
|
|
class | GLSupport |
|
struct | GLSurfaceDesc |
| GL surface descriptor. More...
|
|
class | GLTexture |
|
class | GLTextureBuffer |
| Texture surface. More...
|
|
class | GLTextureCommon |
|
class | GLTextureManager |
| GL-specific implementation of a TextureManager. More...
|
|
class | GLUniformCache |
| An in memory cache of the OpenGL uniforms. More...
|
|
class | GLVertexArrayObject |
| Specialisation of VertexDeclaration for OpenGL Vertex Array Object usage. More...
|
|
struct | GpuConstantDefinition |
| Information about predefined program constants. More...
|
|
struct | GpuLogicalBufferStruct |
| Container struct to allow params to safely & update shared list of logical buffer assignments. More...
|
|
struct | GpuLogicalIndexUse |
| Structure recording the use of a physical buffer by a logical parameter index. More...
|
|
struct | GpuNamedConstants |
| Struct collecting together the information for named constants. More...
|
|
class | GpuNamedConstantsSerializer |
| Simple class for loading / saving GpuNamedConstants. More...
|
|
class | GpuProgram |
| Defines a program which runs on the GPU such as a vertex or fragment program. More...
|
|
class | GpuProgramManager |
|
class | GpuProgramParameters |
| Collects together the program parameters used for a GpuProgram. More...
|
|
class | GpuProgramTranslator |
|
class | GpuProgramUsage |
| This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit. More...
|
|
class | GpuSharedParameters |
| Definition of container that holds the current bool constants. More...
|
|
class | GpuSharedParametersUsage |
| This class records the usage of a set of shared parameters in a concrete set of GpuProgramParameters. More...
|
|
class | Grid2DPageStrategy |
| Page strategy which loads new pages based on a regular 2D grid. More...
|
|
class | Grid2DPageStrategyData |
| Specialisation of PageStrategyData for Grid2DPageStrategy. More...
|
|
class | Grid3DPageStrategy |
| Page strategy which loads new pages based on a regular 3D grid. More...
|
|
class | Grid3DPageStrategyData |
| Specialisation of PageStrategyData for Grid3DPageStrategy. More...
|
|
class | HardwareBuffer |
| Abstract class defining common features of hardware buffers. More...
|
|
class | HardwareBufferLicensee |
| Abstract interface representing a 'licensee' of a hardware buffer copy. More...
|
|
struct | HardwareBufferLockGuard |
| Locking helper. More...
|
|
class | HardwareBufferManager |
| Singleton wrapper for hardware buffer manager. More...
|
|
class | HardwareBufferManagerBase |
| Base definition of a hardware buffer manager. More...
|
|
class | HardwareCounterBuffer |
| Specialisation of HardwareBuffer for a counter buffer. More...
|
|
class | HardwareIndexBuffer |
| Specialisation of HardwareBuffer for vertex index buffers, still abstract. More...
|
|
class | HardwareOcclusionQuery |
| This is a abstract class that that provides the interface for the query class for hardware occlusion. More...
|
|
class | HardwarePixelBuffer |
| Specialisation of HardwareBuffer for a pixel buffer. More...
|
|
class | HardwareUniformBuffer |
| Specialisation of HardwareBuffer for a uniform buffer. More...
|
|
class | HardwareVertexBuffer |
| Specialisation of HardwareBuffer for a vertex buffer. More...
|
|
class | HashedVector |
| A hashed vector. More...
|
|
class | HighLevelGpuProgram |
| Abstract base class representing a high-level program (a vertex or fragment program). More...
|
|
class | HighLevelGpuProgramFactory |
| Interface definition for factories of HighLevelGpuProgram. More...
|
|
class | HighLevelGpuProgramManager |
| This ResourceManager manages high-level vertex and fragment programs. More...
|
|
class | HlmsDatablock |
|
class | HlmsManager |
|
class | HlmsMaterialBase |
|
class | HollowEllipsoidEmitter |
| Particle emitter which emits particles randomly from points inside a hollow ellipsoid. More...
|
|
class | HollowEllipsoidEmitterFactory |
| Factory class for particle emitter of type "HollowEllipsoid". More...
|
|
class | Id |
| Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() ) More...
|
|
class | IdObject |
|
struct | IdString |
| Hashed string. More...
|
|
struct | IlluminationPass |
| Struct recording a pass which can be used for a specific illumination stage. More...
|
|
class | Image |
| Class representing an image file. More...
|
|
class | ImageCodec |
| Codec specialized in images. More...
|
|
class | ImportAbstractNode |
| This abstract node represents an import statement. More...
|
|
class | IndexData |
| Summary class collecting together index data source information. More...
|
|
class | InstanceBatch |
| InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived to implement different instancing techniques (. More...
|
|
class | InstanceBatchHW |
| This is technique requires true instancing hardware support. More...
|
|
class | InstanceBatchHW_VTF |
| Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and hardware instancing. More...
|
|
class | InstanceBatchShader |
| This is the same technique the old "InstancedGeometry" implementation used (with improvements). More...
|
|
class | InstanceBatchVTF |
|
class | InstancedEntity |
|
class | InstancedGeometry |
| Pre-transforms and batches up meshes for efficient use as instanced geometry in a scene. More...
|
|
class | InstanceManager |
| This is the main starting point for the new instancing system. More...
|
|
class | InternalErrorException |
|
class | IntersectionSceneQuery |
| Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. More...
|
|
class | IntersectionSceneQueryListener |
| Alternative listener class for dealing with IntersectionSceneQuery. More...
|
|
struct | IntersectionSceneQueryResult |
| Holds the results of an intersection scene query (pair values). More...
|
|
class | InvalidCallException |
|
class | InvalidParametersException |
|
class | InvalidStateException |
|
class | IOException |
|
struct | isPodLike |
|
struct | isPodLike< bool > |
|
struct | isPodLike< char > |
|
struct | isPodLike< double > |
|
struct | isPodLike< float > |
|
struct | isPodLike< int > |
|
struct | isPodLike< long > |
|
struct | isPodLike< short > |
|
struct | isPodLike< signed char > |
|
struct | isPodLike< std::pair< T, U > > |
|
struct | isPodLike< T * > |
|
struct | isPodLike< unsigned > |
|
struct | isPodLike< unsigned char > |
|
struct | isPodLike< unsigned long > |
|
struct | isPodLike< unsigned short > |
|
class | ItemIdentityException |
|
class | iterator_range |
| Base for an iterator_range. More...
|
|
class | IteratorWrapper |
| Basefunctionality for IteratorWrappers. More...
|
|
class | KeyFrame |
| A key frame in an animation sequence defined by an AnimationTrack. More...
|
|
class | LayerBlendModeEx |
| Class which manages blending of both colour and alpha components. More...
|
|
class | Light |
| Representation of a dynamic light source in the scene. More...
|
|
class | LightFactory |
| Factory object for creating Light instances. More...
|
|
class | LightweightMutex |
| A lightweight mutex is a synchronization mechanism, very similar to a regular mutex. More...
|
|
class | LinearControllerFunction |
| Predefined controller function based on linear function interpolation. More...
|
|
class | LinearForceAffector |
| This class defines a ParticleAffector which applies a linear force to particles in a system. More...
|
|
class | LinearForceAffectorFactory |
| Factory class for LinearForceAffector. More...
|
|
struct | LinearResampler |
|
struct | LinearResampler_Byte |
|
struct | LinearResampler_Float32 |
|
struct | LinkedSkeletonAnimationSource |
| Link to another skeleton to share animations. More...
|
|
class | LiSPSMShadowCameraSetup |
| Implements the Light Space Perspective Shadow Mapping Algorithm. More...
|
|
struct | list |
|
class | Lod0Stripifier |
|
class | LodCollapseCost |
|
class | LodCollapseCostCurvature |
|
class | LodCollapseCostOutside |
|
class | LodCollapseCostProfiler |
|
class | LodCollapseCostQuadric |
|
class | LodCollapser |
|
struct | LodConfig |
|
class | LodConfigSerializer |
|
struct | LodData |
|
struct | LodIndexBuffer |
| Thread-safe buffer for storing Hardware index buffer. More...
|
|
struct | LodInputBuffer |
| Data representing all required information from a Mesh. Used by LodInputProviderBuffer. More...
|
|
class | LodInputProvider |
|
class | LodInputProviderBuffer |
|
class | LodInputProviderMesh |
|
struct | LodLevel |
| Structure for automatic Lod configuration. More...
|
|
class | LodListener |
| A interface class defining a listener which can be used to receive notifications of LOD events. More...
|
|
struct | LodOutputBuffer |
| Data representing the output of the Mesh reduction. Used by LodOutputProviderBuffer. More...
|
|
class | LodOutputProvider |
|
class | LodOutputProviderBuffer |
|
class | LodOutputProviderCompressedBuffer |
|
class | LodOutputProviderCompressedMesh |
|
class | LodOutputProviderMesh |
|
class | LodOutsideMarker |
| This class will mark vertices of a mesh, which are visible from far away (from outside). More...
|
|
class | LodStrategy |
| Strategy for determining level of detail. More...
|
|
class | LodStrategyManager |
| Manager for LOD strategies. More...
|
|
struct | LodVertexBuffer |
| Thread-safe buffer for storing Hardware vertex buffer. More...
|
|
class | LodWorkQueueInjector |
| Injects the output of a request to the mesh in a thread safe way. More...
|
|
class | LodWorkQueueInjectorListener |
|
struct | LodWorkQueueRequest |
|
class | LodWorkQueueWorker |
| Processes requests. More...
|
|
class | Log |
|
class | LogListener |
|
class | LogManager |
| The log manager handles the creation and retrieval of logs for the application. More...
|
|
class | ManualObject |
| Class providing a much simplified interface to generating manual objects with custom geometry. More...
|
|
class | ManualObjectFactory |
| Factory object for creating ManualObject instances. More...
|
|
class | ManualResourceLoader |
| Interface describing a manual resource loader. More...
|
|
struct | map |
|
class | MapIterator |
| Concrete IteratorWrapper for nonconst access to the underlying key-value container. More...
|
|
class | MapIteratorWrapper |
| Prepared IteratorWrapper for key-value container. More...
|
|
struct | MapRange |
| Predefined type. More...
|
|
class | Material |
| Class encapsulates rendering properties of an object. More...
|
|
class | MaterialManager |
| Class for managing Material settings for Ogre. More...
|
|
struct | MaterialScriptContext |
| Struct for holding the script context while parsing. More...
|
|
struct | MaterialScriptProgramDefinition |
| Struct for holding a program definition which is in progress. More...
|
|
class | MaterialSerializer |
| Class for serializing Materials to / from a .material script. More...
|
|
class | MaterialTranslator |
|
class | Math |
| Class to provide access to common mathematical functions. More...
|
|
class | Matrix3 |
| A 3x3 matrix which can represent rotations around axes. More...
|
|
class | Matrix4 |
| Class encapsulating a standard 4x4 homogeneous matrix. More...
|
|
class | MemoryDataStream |
| Common subclass of DataStream for handling data from chunks of memory. More...
|
|
class | Mesh |
| Resource holding data about 3D mesh. More...
|
|
class | MeshLodGenerator |
|
struct | MeshLodUsage |
| A way of recording the way each LODs is recorded this Mesh. More...
|
|
class | MeshManager |
| Handles the management of mesh resources. More...
|
|
class | MeshSerializer |
| Class for serialising mesh data to/from an OGRE .mesh file. More...
|
|
class | MeshSerializerImpl |
| Internal implementation of Mesh reading / writing for the latest version of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_1 |
| Class for providing backwards-compatibility for loading version 1.1 of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_2 |
| Class for providing backwards-compatibility for loading version 1.2 of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_3 |
| Class for providing backwards-compatibility for loading version 1.3 of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_4 |
| Class for providing backwards-compatibility for loading version 1.4 of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_41 |
| Class for providing backwards-compatibility for loading version 1.41 of the .mesh format. More...
|
|
class | MeshSerializerImpl_v1_8 |
| Class for providing backwards-compatibility for loading version 1.8 of the .mesh format. More...
|
|
class | MeshSerializerListener |
|
class | MovableObject |
| Abstract class defining a movable object in a scene. More...
|
|
class | MovableObjectFactory |
| Interface definition for a factory class which produces a certain kind of MovableObject, and can be registered with Root in order to allow all clients to produce new instances of this object, integrated with the standard Ogre processing. More...
|
|
struct | MovableObjectLodChangedEvent |
| Struct containing information about a LOD change event for movable objects. More...
|
|
class | MovablePlane |
| Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply. More...
|
|
struct | multimap |
|
class | MultiRenderTarget |
| This class represents a render target that renders to multiple RenderTextures at once. More...
|
|
class | NaClGLContext |
|
class | NaClGLSupport |
|
class | NaClWindow |
|
class | NameGenerator |
| Utility class to generate a sequentially numbered series of names. More...
|
|
struct | NearestResampler |
|
class | NoAddRefRelease |
|
class | Node |
| Class representing a general-purpose node an articulated scene graph. More...
|
|
class | NodeAnimationTrack |
| Specialised AnimationTrack for dealing with node transforms. More...
|
|
class | NumericAnimationTrack |
| Specialised AnimationTrack for dealing with generic animable values. More...
|
|
class | NumericKeyFrame |
| Specialised KeyFrame which stores any numeric value. More...
|
|
class | NumericSolver |
| Provides numeric solvers for Ogre. More...
|
|
class | ObjectAbstractNode |
| This specific abstract node represents a script object. More...
|
|
class | Octree |
| Octree datastructure for managing scene nodes. More...
|
|
class | OctreeAxisAlignedBoxSceneQuery |
| Octree implementation of AxisAlignedBoxSceneQuery. More...
|
|
class | OctreeCamera |
| Specialized viewpoint from which an Octree can be rendered. More...
|
|
class | OctreeIntersectionSceneQuery |
| Octree implementation of IntersectionSceneQuery. More...
|
|
class | OctreeNode |
| Specialized SceneNode that is customized for working within an Octree. More...
|
|
class | OctreePlaneBoundedVolumeListSceneQuery |
| Octree implementation of PlaneBoundedVolumeListSceneQuery. More...
|
|
class | OctreePlugin |
| Plugin instance for Octree Manager. More...
|
|
class | OctreeRaySceneQuery |
| Octree implementation of RaySceneQuery. More...
|
|
class | OctreeSceneManager |
| Specialized SceneManager that divides the geometry into an octree in order to facilitate spatial queries. More...
|
|
class | OctreeSceneManagerFactory |
| Factory for OctreeSceneManager. More...
|
|
class | OctreeSphereSceneQuery |
| Octree implementation of SphereSceneQuery. More...
|
|
class | OctreeZone |
|
class | OctreeZoneData |
|
class | OctreeZoneFactory |
| Factory for OctreeZone. More...
|
|
class | OctreeZonePlugin |
| Plugin instance for OctreeZone. More...
|
|
class | OptimisedUtil |
| Utility class for provides optimised functions. More...
|
|
class | Overlay |
| Represents a layer which is rendered on top of the 'normal' scene contents. More...
|
|
class | OverlayContainer |
| A 2D element which contains other OverlayElement instances. More...
|
|
class | OverlayElement |
| Abstract definition of a 2D element to be displayed in an Overlay. More...
|
|
class | OverlayElementFactory |
| Defines the interface which all components wishing to supply OverlayElement subclasses must implement. More...
|
|
class | OverlayManager |
| Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
|
|
class | OverlayProfileSessionListener |
| Concrete impl. More...
|
|
class | OverlaySystem |
| This class simplify initialization / finalization of the overlay system. More...
|
|
class | Page |
| Page class. More...
|
|
class | PageContent |
| Interface definition for a unit of content within a page. More...
|
|
class | PageContentCollection |
| Definition of the interface for a collection of PageContent instances. More...
|
|
class | PageContentCollectionFactory |
| Define the interface to a factory class that will create subclasses of PageContentCollection. More...
|
|
class | PageContentFactory |
| Define the interface to a factory class that will create subclasses of PageContent. More...
|
|
class | PagedWorld |
| This class represents a collection of pages which make up a world. More...
|
|
class | PagedWorldSection |
| Represents a section of the PagedWorld which uses a given PageStrategy, and which is made up of a generally localised set of Page instances. More...
|
|
class | PagedWorldSectionFactory |
| A factory class for creating types of world section. More...
|
|
class | PageManager |
| The PageManager is the entry point through which you load all PagedWorld instances, and the place where PageStrategy instances and factory classes are registered to customise the paging behaviour. More...
|
|
class | PageProvider |
| Abstract class that can be implemented by the user application to provide a way to retrieve or generate page data from a source of their choosing. More...
|
|
class | PageStrategy |
| Defines the interface to a strategy class which is responsible for deciding when Page instances are requested for addition and removal from the paging system. More...
|
|
class | PageStrategyData |
| Abstract marker class representing the data held against the PagedWorldSection which is specifically used by the PageStrategy. More...
|
|
class | PanelOverlayElement |
| OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements. More...
|
|
class | PanelOverlayElementFactory |
| Factory for creating PanelOverlayElement instances. More...
|
|
class | ParamCommand |
| Abstract class which is command object which gets/sets parameters. More...
|
|
class | ParamDictionary |
| Class to hold a dictionary of parameters for a single class. More...
|
|
class | ParameterDef |
| Definition of a parameter supported by a StringInterface class, for introspection. More...
|
|
class | Particle |
| Class representing a single particle instance. More...
|
|
class | ParticleAffector |
| Abstract class defining the interface to be implemented by particle affectors. More...
|
|
class | ParticleAffectorFactory |
| Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
|
|
class | ParticleAffectorTranslator |
|
class | ParticleEmitter |
| Abstract class defining the interface to be implemented by particle emitters. More...
|
|
class | ParticleEmitterFactory |
| Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
|
|
class | ParticleEmitterTranslator |
|
class | ParticleFXPlugin |
| Plugin instance for ParticleFX Manager. More...
|
|
class | ParticleIterator |
| Convenience class to make it easy to step through all particles in a ParticleSystem. More...
|
|
class | ParticleSystem |
| Class defining particle system based special effects. More...
|
|
class | ParticleSystemFactory |
| Factory object for creating ParticleSystem instances. More...
|
|
class | ParticleSystemManager |
| Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
|
|
class | ParticleSystemRenderer |
| Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
|
|
class | ParticleSystemRendererFactory |
| Abstract class definition of a factory object for ParticleSystemRenderer. More...
|
|
class | ParticleSystemTranslator |
|
class | ParticleVisualData |
| Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
|
|
class | Pass |
| Class defining a single pass of a Technique (of a Material), i.e. More...
|
|
class | PassthroughControllerFunction |
| Predefined controller function which just passes through the original source directly to dest. More...
|
|
class | PassTranslator |
|
class | PatchMesh |
| Patch specialisation of Mesh. More...
|
|
class | PatchSurface |
| A surface which is defined by curves of some kind to form a patch, e.g. More...
|
|
class | PbsMaterial |
|
class | PCPlane |
|
class | PCZAxisAlignedBoxSceneQuery |
| PCZ implementation of AxisAlignedBoxSceneQuery. More...
|
|
class | PCZCamera |
| Specialized viewpoint from which an PCZone Scene can be rendered. More...
|
|
class | PCZFrustum |
| Specialized frustum shaped culling volume that has culling planes created from portals. More...
|
|
class | PCZIntersectionSceneQuery |
| PCZ implementation of IntersectionSceneQuery. More...
|
|
class | PCZLight |
| Specialized version of Ogre::Light which caches which zones the light affects. More...
|
|
class | PCZLightFactory |
| Factory object for creating PCZLight instances. More...
|
|
class | PCZone |
| Portal-Connected Zone datastructure for managing scene nodes. More...
|
|
class | PCZoneFactory |
| Factory for PCZones. More...
|
|
class | PCZoneFactoryManager |
|
class | PCZPlaneBoundedVolumeListSceneQuery |
| PCZ implementation of PlaneBoundedVolumeListSceneQuery. More...
|
|
class | PCZPlugin |
| Plugin instance for PCZ Manager. More...
|
|
class | PCZRaySceneQuery |
| PCZ implementation of RaySceneQuery. More...
|
|
class | PCZSceneManager |
| Specialized SceneManager that uses Portal-Connected-Zones to divide the scene spatially. More...
|
|
class | PCZSceneManagerFactory |
| Factory for PCZSceneManager. More...
|
|
class | PCZSceneNode |
|
class | PCZSphereSceneQuery |
| PCZ implementation of SphereSceneQuery. More...
|
|
class | PixelBox |
| A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory. More...
|
|
class | PixelCountLodStrategyBase |
| Abstract base class for level of detail strategy based on pixel count approximations from bounding sphere projection. More...
|
|
struct | PixelFormatDescription |
| A record that describes a pixel format in detail. More...
|
|
class | PixelUtil |
| Some utility functions for packing and unpacking pixel data. More...
|
|
class | Plane |
| Defines a plane in 3D space. More...
|
|
class | PlaneBoundedVolume |
| Represents a convex volume bounded by planes. More...
|
|
class | PlaneBoundedVolumeListSceneQuery |
| Specialises the SceneQuery class for querying within a plane-bounded volume. More...
|
|
class | PlaneOptimalShadowCameraSetup |
| Implements the plane optimal shadow camera algorithm. More...
|
|
class | PlatformInformation |
| Class which provides the run-time platform information Ogre runs on. More...
|
|
class | Plugin |
| Class defining a generic OGRE plugin. More...
|
|
class | PointEmitter |
| Particle emitter which emits particles from a single point. More...
|
|
class | PointEmitterFactory |
| Factory class for particle emitter of type "Point". More...
|
|
class | Polygon |
| The class represents a polygon in 3D space. More...
|
|
class | Pool |
| Template class describing a simple pool of items. More...
|
|
class | Portal |
| Portal datastructure for connecting zones. More...
|
|
class | PortalBase |
| PortalBase - Base class to Portal and AntiPortal classes. More...
|
|
class | PortalBaseFactory |
| Factory object for creating Portal instances. More...
|
|
class | PortalFactory |
| Factory object for creating Portal instances. More...
|
|
class | Pose |
| A pose is a linked set of vertex offsets applying to one set of vertex data. More...
|
|
class | PreApplyTextureAliasesScriptCompilerEvent |
|
class | PrefabFactory |
| A factory class that can create various mesh prefabs. More...
|
|
class | ProcessNameExclusionScriptCompilerEvent |
|
class | ProcessResourceNameScriptCompilerEvent |
|
class | Profile |
| An individual profile that will be processed by the Profiler. More...
|
|
struct | ProfiledEdge |
|
struct | ProfileFrame |
| Represents the total timing information of a profile since profiles can be called more than once each frame. More...
|
|
struct | ProfileHistory |
| Represents a history of each profile during the duration of the app. More...
|
|
class | ProfileInstance |
| Represents an individual profile call. More...
|
|
class | Profiler |
| The profiler allows you to measure the performance of your code. More...
|
|
class | ProfileSessionListener |
| ProfileSessionListener should be used to visualize profile results. More...
|
|
class | Property |
| Property instance with passthrough calls to a given object. More...
|
|
class | PropertyAbstractNode |
| This abstract node represents a script property. More...
|
|
class | PropertyBase |
| Base interface for an instance of a property. More...
|
|
class | PropertyDef |
| Definition of a property of an object. More...
|
|
class | PropertyMap |
|
class | PropertySet |
| Defines a complete set of properties for a single object instance. More...
|
|
struct | PropertyValue |
| A simple structure designed just as a holder of property values between the instances of objects they might target. More...
|
|
class | PSSMShadowCameraSetup |
| Parallel Split Shadow Map (PSSM) shadow camera setup. More...
|
|
class | PVRTCCodec |
| Codec specialized in loading PVRTC (PowerVR) images. More...
|
|
class | Quake3Level |
| Support for loading and extracting data from a Quake3 level file. More...
|
|
class | Quake3Shader |
| Class for recording Quake3 shaders. More...
|
|
class | Quake3ShaderManager |
| Class for managing Quake3 custom shaders. More...
|
|
class | Quaternion |
| Implementation of a Quaternion, i.e. More...
|
|
class | QueuedRenderableCollection |
| Lowest level collection of renderables. More...
|
|
class | QueuedRenderableVisitor |
| Visitor interface for items in a QueuedRenderableCollection. More...
|
|
class | Radian |
| Wrapper class which indicates a given angle value is in Radians. More...
|
|
class | RadixSort |
| Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers. More...
|
|
class | Ray |
| Representation of a ray in space, i.e. More...
|
|
class | RaySceneQuery |
| Specialises the SceneQuery class for querying along a ray. More...
|
|
class | RaySceneQueryListener |
| Alternative listener class for dealing with RaySceneQuery. More...
|
|
struct | RaySceneQueryResultEntry |
| This struct allows a single comparison of result data no matter what the type. More...
|
|
class | Rectangle2D |
| Allows the rendering of a simple 2D rectangle This class renders a simple 2D rectangle; this rectangle has no depth and therefore is best used with specific render queue and depth settings, like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads. More...
|
|
class | RegionSceneQuery |
| Abstract class defining a query which returns single results from a region. More...
|
|
class | Renderable |
| Abstract class defining the interface all renderable objects must implement. More...
|
|
struct | RenderablePass |
| Struct associating a single Pass with a single Renderable. More...
|
|
class | RenderingAPIException |
|
class | RenderObjectListener |
| Abstract interface which classes must implement if they wish to receive events from the scene manager when single object is about to be rendered. More...
|
|
class | RenderOperation |
| 'New' rendering operation using vertex buffers. More...
|
|
class | RenderPriorityGroup |
| Collection of renderables by priority. More...
|
|
class | RenderQueue |
| Class to manage the scene object rendering queue. More...
|
|
class | RenderQueueGroup |
| A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. More...
|
|
class | RenderQueueInvocation |
| Class representing the invocation of queue groups in a RenderQueue. More...
|
|
class | RenderQueueInvocationSequence |
| Class to hold a linear sequence of RenderQueueInvocation objects. More...
|
|
class | RenderQueueListener |
| Abstract interface which classes must implement if they wish to receive events from the render queue. More...
|
|
class | RenderSystem |
| Defines the functionality of a 3D API. More...
|
|
class | RenderSystemCapabilities |
| This class stores the capabilities of the graphics card. More...
|
|
class | RenderSystemCapabilitiesManager |
| Class for managing RenderSystemCapabilities database for Ogre. More...
|
|
class | RenderSystemCapabilitiesSerializer |
| Class for serializing RenderSystemCapabilities to / from a .rendercaps script. More...
|
|
class | RenderTarget |
| A 'canvas' which can receive the results of a rendering operation. More...
|
|
struct | RenderTargetEvent |
| Struct containing information about a RenderTarget event. More...
|
|
class | RenderTargetListener |
| A interface class defining a listener which can be used to receive notifications of RenderTarget events. More...
|
|
struct | RenderTargetViewportEvent |
| Struct containing information about a RenderTarget Viewport-specific event. More...
|
|
class | RenderTexture |
| This class represents a RenderTarget that renders to a Texture. More...
|
|
class | RenderToVertexBuffer |
| An object which renders geometry to a vertex. More...
|
|
class | RenderWindow |
| Manages the target rendering window. More...
|
|
struct | RenderWindowDescription |
| Render window creation parameters. More...
|
|
class | Resource |
| Abstract class representing a loadable resource (e.g. More...
|
|
class | ResourceBackgroundQueue |
| This class is used to perform Resource operations in a background thread. More...
|
|
class | ResourceGroupListener |
| This class defines an interface which is called back during resource group loading to indicate the progress of the load. More...
|
|
class | ResourceGroupManager |
| This singleton class manages the list of resource groups, and notifying the various resource managers of their obligations to load / unload resources in a group. More...
|
|
class | ResourceLoadingListener |
|
class | ResourceManager |
| Defines a generic resource handler. More...
|
|
class | RibbonTrail |
| Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
|
|
class | RibbonTrailFactory |
| Factory object for creating RibbonTrail instances. More...
|
|
class | RingEmitter |
| Particle emitter which emits particles randomly from points inside a ring (e.g. More...
|
|
class | RingEmitterFactory |
| Factory class for particle emitter of type "Ring". More...
|
|
class | Root |
| The root class of the Ogre system. More...
|
|
class | RotationAffector |
| This plugin subclass of ParticleAffector allows you to alter the rotation of particles. More...
|
|
class | RotationAffectorFactory |
| Factory class for RotationAffector. More...
|
|
class | RotationalSpline |
| This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...
|
|
class | RuntimeAssertionException |
|
class | ScaleAffector |
| This plugin subclass of ParticleAffector allows you to alter the scale of particles. More...
|
|
class | ScaleAffectorFactory |
| Factory class for ScaleAffector. More...
|
|
class | ScaleControllerFunction |
| Predefined controller function which simply scales an input to an output value. More...
|
|
class | SceneManager |
| Manages the organisation and rendering of a 'scene' i.e. More...
|
|
class | SceneManagerEnumerator |
| Enumerates the SceneManager classes available to applications. More...
|
|
class | SceneManagerFactory |
| Class which will create instances of a given SceneManager. More...
|
|
struct | SceneManagerMetaData |
| Structure containing information about a scene manager. More...
|
|
class | SceneNode |
| Class representing a node in the scene graph. More...
|
|
class | SceneQuery |
| A class for performing queries on a scene. More...
|
|
class | SceneQueryListener |
| This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results. More...
|
|
struct | SceneQueryResult |
| Holds the results of a scene query. More...
|
|
class | ScreenRatioPixelCountLodStrategy |
|
class | ScriptCompiler |
| This is the main class for the compiler. More...
|
|
class | ScriptCompilerEvent |
| This struct is a base class for events which can be thrown by the compilers and caught by subscribers. More...
|
|
class | ScriptCompilerListener |
| This is a listener for the compiler. More...
|
|
class | ScriptCompilerManager |
| Manages threaded compilation of scripts. More...
|
|
class | ScriptLexer |
|
class | ScriptLoader |
| Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage. More...
|
|
class | ScriptParser |
|
struct | ScriptToken |
| This struct represents a token, which is an ID'd lexeme from the parsing input stream. More...
|
|
class | ScriptTranslator |
| This class translates script AST (abstract syntax tree) into Ogre resources. More...
|
|
class | ScriptTranslatorManager |
| The ScriptTranslatorManager manages the lifetime and access to script translators. More...
|
|
class | Segment |
|
class | Serializer |
| Generic class for serialising data to / from binary stream-based files. More...
|
|
struct | set |
|
class | ShaderGenerator |
|
class | ShaderManager |
|
class | ShaderPiecesManager |
|
class | ShaderTemplate |
|
class | ShadowCameraSetup |
| This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More...
|
|
class | ShadowCaster |
| This class defines the interface that must be implemented by shadow casters. More...
|
|
class | ShadowRenderable |
| Class which represents the renderable aspects of a set of shadow volume faces. More...
|
|
struct | ShadowTextureConfig |
| Structure containing the configuration for one shadow texture. More...
|
|
class | ShadowTextureManager |
| Class to manage the available shadow textures which may be shared between many SceneManager instances if formats agree. More...
|
|
class | ShadowVolumeExtrudeProgram |
| Static class containing source for vertex programs for extruding shadow volumes. More...
|
|
class | SharedParamsTranslator |
|
class | SharedPtr |
| Reference-counted shared pointer, used for objects where implicit destruction is required. More...
|
|
struct | SharedPtrInfo |
|
class | SharedPtrInfoDelete |
|
class | SharedPtrInfoDeleteT |
|
class | SharedPtrInfoFree |
|
struct | SharedPtrInfoNone |
|
class | SimplePageContentCollection |
| Specialisation of PageContentCollection which just provides a simple list of PageContent instances. More...
|
|
class | SimplePageContentCollectionFactory |
| Factory class for SimplePageContentCollection. More...
|
|
class | SimpleRenderable |
| Simple implementation of MovableObject and Renderable for single-part custom objects. More...
|
|
class | SimpleSpline |
| A very simple spline class which implements the Catmull-Rom class of splines. More...
|
|
class | Singleton |
| Template class for creating single-instance global classes. More...
|
|
class | Skeleton |
| A collection of Bone objects used to animate a skinned mesh. More...
|
|
class | SkeletonInstance |
| A SkeletonInstance is a single instance of a Skeleton used by a world object. More...
|
|
class | SkeletonManager |
| Handles the management of skeleton resources. More...
|
|
class | SkeletonSerializer |
| Class for serialising skeleton data to/from an OGRE .skeleton file. More...
|
|
class | SmallVector |
| SmallVector - This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small. More...
|
|
class | SmallVector< T, 0 > |
| Specialize SmallVector at N=0. More...
|
|
class | SmallVectorBase |
| SmallVectorBase - This is all the non-templated stuff common to all SmallVectors. More...
|
|
class | SmallVectorImpl |
| SmallVectorImpl - This class consists of common code factored out of the SmallVector class to reduce code duplication based on the SmallVector 'N' template parameter. More...
|
|
class | SmallVectorTemplateBase |
| SmallVectorTemplateBase<isPodLike = false> - This is where we put method implementations that are designed to work with non-POD-like T's. More...
|
|
class | SmallVectorTemplateBase< T, true > |
| SmallVectorTemplateBase<isPodLike = true> - This is where we put method implementations that are designed to work with POD-like T's. More...
|
|
class | SmallVectorTemplateCommon |
|
class | Sphere |
| A sphere primitive, mostly used for bounds checking. More...
|
|
class | SphereSceneQuery |
| Specialises the SceneQuery class for querying within a sphere. More...
|
|
class | StaticCache |
| Template version of cache based on static array. More...
|
|
struct | StaticFaceGroup |
| Collects a group of static i.e. More...
|
|
class | StaticGeometry |
| Pre-transforms and batches up meshes for efficient use as static geometry in a scene. More...
|
|
class | STBIImageCodec |
| Codec specialized in images loaded using stbi (https://github.com/nothings/stb). More...
|
|
class | STLAllocator |
|
struct | STLAllocatorBase |
| Wrapper class for operating as an STL container allocator. More...
|
|
struct | STLAllocatorBase< const T > |
|
class | StreamSerialiser |
| Utility class providing helper methods for reading / writing structured data held in a DataStream. More...
|
|
class | StringConverter |
| Class for converting the core Ogre data types to/from Strings. More...
|
|
class | StringInterface |
| Class defining the common interface which classes can use to present a reflection-style, self-defining parameter set to callers. More...
|
|
class | StringUtil |
| Utility class for manipulating Strings. More...
|
|
class | SubEntity |
| Utility class which defines the sub-parts of an Entity. More...
|
|
class | SubMesh |
| Defines a part of a complete mesh. More...
|
|
class | TagPoint |
| A tagged point on a skeleton, which can be used to attach entities to on specific other entities. More...
|
|
class | TangentSpaceCalc |
| Class for calculating a tangent space basis. More...
|
|
class | Technique |
| Class representing an approach to rendering this particular Material. More...
|
|
class | TechniqueTranslator |
|
class | TempBlendedBufferInfo |
| Structure for recording the use of temporary blend buffers. More...
|
|
class | Terrain |
| The main containing class for a chunk of terrain. More...
|
|
class | TerrainAutoUpdateLod |
| Terrain automatic LOD loading. More...
|
|
class | TerrainAutoUpdateLodByDistance |
| Class implementing TerrainAutoUpdateLod interface. More...
|
|
class | TerrainAutoUpdateLodFactory |
|
class | TerrainGlobalOptions |
| Options class which just stores default options for the terrain. More...
|
|
class | TerrainGroup |
| Helper class to assist you in managing multiple terrain instances that are connected to each other. More...
|
|
class | TerrainLayerBlendMap |
| Class exposing an interface to a blend map for a given layer. More...
|
|
struct | TerrainLayerDeclaration |
| The definition of the information each layer will contain in this terrain. More...
|
|
struct | TerrainLayerSampler |
| Description of a sampler that will be used with each layer. More...
|
|
struct | TerrainLayerSamplerElement |
| Information about one element of a sampler / texture within a layer. More...
|
|
class | TerrainLodManager |
| Terrain LOD data manager. More...
|
|
class | TerrainMaterialGenerator |
| Class that provides functionality to generate materials for use with a terrain. More...
|
|
class | TerrainMaterialGeneratorA |
| A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain. More...
|
|
class | TerrainPagedWorldSection |
| A world section which includes paged terrain. More...
|
|
class | TerrainPaging |
| This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required. More...
|
|
class | TerrainQuadTreeNode |
| A node in a quad tree used to store a patch of terrain. More...
|
|
class | TexCoordModifierControllerValue |
| Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More...
|
|
class | TextAreaOverlayElement |
| This class implements an overlay element which contains simple unformatted text. More...
|
|
class | TextAreaOverlayElementFactory |
| Factory for creating TextAreaOverlayElement instances. More...
|
|
class | Texture |
| Abstract class representing a Texture resource. More...
|
|
class | TextureFrameControllerValue |
| Predefined controller value for getting / setting the frame number of a texture layer. More...
|
|
class | TextureManager |
| Class for loading & managing textures. More...
|
|
class | TextureSourceTranslator |
|
class | TextureUnitState |
| Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...
|
|
class | TextureUnitTranslator |
|
class | ThreadHandle |
|
class | ThreadLocalPtr |
| wrapper around thread_local std::unique_ptr<T> that can be used as a class member More...
|
|
class | Threads |
|
class | TimeIndex |
| Time index object used to search keyframe at the given position. More...
|
|
class | Timer |
| Timer class. More...
|
|
class | TransformKeyFrame |
| Specialised KeyFrame which stores a full transform. More...
|
|
struct | TRect |
|
class | UnifiedHighLevelGpuProgram |
| Specialisation of HighLevelGpuProgram which just delegates its implementation to one other high level program, allowing a single program definition to represent one supported program from a number of options. More...
|
|
class | UnifiedHighLevelGpuProgramFactory |
| Factory class for Unified programs. More...
|
|
class | UnimplementedException |
| Template struct which creates a distinct type for each exception code. More...
|
|
class | UserObjectBindings |
| Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
|
|
class | VariableAccessAbstractNode |
| This abstract node represents a variable assignment. More...
|
|
struct | vector |
|
class | Vector2 |
| Standard 2-dimensional vector. More...
|
|
class | Vector3 |
| Standard 3-dimensional vector. More...
|
|
class | Vector4 |
| 4-dimensional homogeneous vector. More...
|
|
class | VectorIterator |
| Concrete IteratorWrapper for nonconst access to the underlying container. More...
|
|
class | VectorIteratorWrapper |
| Prepared IteratorWrapper for container like std::vector. More...
|
|
struct | VectorRange |
| Predefined type. More...
|
|
struct | VectorSet |
| VectorSet is basically a helper to use a vector as a small set container. More...
|
|
class | VertexAnimationTrack |
| Specialised AnimationTrack for dealing with changing vertex position information. More...
|
|
struct | VertexBoneAssignment_s |
| Records the assignment of a single vertex to a single bone with the corresponding weight. More...
|
|
class | VertexBufferBinding |
| Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements. More...
|
|
class | VertexCacheProfiler |
| Vertex cache profiler. More...
|
|
class | VertexData |
| Summary class collecting together vertex source information. More...
|
|
class | VertexDeclaration |
| This class declares the format of a set of vertex inputs, which can be issued to the rendering API through a RenderOperation. More...
|
|
class | VertexElement |
| This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration. More...
|
|
class | VertexMorphKeyFrame |
| Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track. More...
|
|
class | VertexPoseKeyFrame |
| Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose. More...
|
|
struct | ViewPoint |
| Structure for holding a position & orientation pair. More...
|
|
class | Viewport |
| An abstraction of a viewport, i.e. More...
|
|
struct | VisibleObjectsBoundsInfo |
| Structure collecting together information about the visible objects that have been discovered in a scene. More...
|
|
class | WaveformControllerFunction |
| Predefined controller function based on a waveform. More...
|
|
class | WindowEventListener |
|
class | WindowEventUtilities |
|
class | WireBoundingBox |
| Allows the rendering of a wireframe bounding box. More...
|
|
class | WorkQueue |
| Interface to a general purpose request / response style background work queue. More...
|
|
class | ZipArchive |
| Specialisation of the Archive class to allow reading of files from a zip format source archive. More...
|
|
class | ZipArchiveFactory |
| Specialisation of ArchiveFactory for Zip files. More...
|
|
class | ZipDataStream |
| Specialisation of DataStream to handle streaming data from zip archives. More...
|
|
class | ZoneData |
|
|
enum | {
TID_LBRACKET = 0,
TID_RBRACKET,
TID_COLON,
TID_VARIABLE,
TID_WORD,
TID_QUOTE,
TID_NEWLINE,
TID_UNKNOWN,
TID_END
} |
| These codes represent token IDs which are numerical translations of specific lexemes. More...
|
|
enum | {
ID_MATERIAL = 3,
ID_VERTEX_PROGRAM,
ID_GEOMETRY_PROGRAM,
ID_FRAGMENT_PROGRAM,
ID_TECHNIQUE,
ID_PASS,
ID_TEXTURE_UNIT,
ID_VERTEX_PROGRAM_REF,
ID_GEOMETRY_PROGRAM_REF,
ID_FRAGMENT_PROGRAM_REF,
ID_SHADOW_CASTER_VERTEX_PROGRAM_REF,
ID_SHADOW_CASTER_FRAGMENT_PROGRAM_REF,
ID_SHADOW_RECEIVER_VERTEX_PROGRAM_REF,
ID_SHADOW_RECEIVER_FRAGMENT_PROGRAM_REF,
ID_SHADOW_CASTER_MATERIAL,
ID_SHADOW_RECEIVER_MATERIAL,
ID_LOD_VALUES,
ID_LOD_STRATEGY,
ID_LOD_DISTANCES,
ID_RECEIVE_SHADOWS,
ID_TRANSPARENCY_CASTS_SHADOWS,
ID_SET_TEXTURE_ALIAS,
ID_SOURCE,
ID_SYNTAX,
ID_DEFAULT_PARAMS,
ID_PARAM_INDEXED,
ID_PARAM_NAMED,
ID_PARAM_INDEXED_AUTO,
ID_PARAM_NAMED_AUTO,
ID_SCHEME,
ID_LOD_INDEX,
ID_GPU_VENDOR_RULE,
ID_GPU_DEVICE_RULE,
ID_INCLUDE,
ID_EXCLUDE,
ID_AMBIENT,
ID_DIFFUSE,
ID_SPECULAR,
ID_EMISSIVE,
ID_VERTEXCOLOUR,
ID_SCENE_BLEND,
ID_COLOUR_BLEND,
ID_ONE,
ID_ZERO,
ID_DEST_COLOUR,
ID_SRC_COLOUR,
ID_ONE_MINUS_DEST_COLOUR,
ID_ONE_MINUS_SRC_COLOUR,
ID_DEST_ALPHA,
ID_SRC_ALPHA,
ID_ONE_MINUS_DEST_ALPHA,
ID_ONE_MINUS_SRC_ALPHA,
ID_SEPARATE_SCENE_BLEND,
ID_SCENE_BLEND_OP,
ID_REVERSE_SUBTRACT,
ID_MIN,
ID_MAX,
ID_SEPARATE_SCENE_BLEND_OP,
ID_DEPTH_CHECK,
ID_DEPTH_WRITE,
ID_DEPTH_FUNC,
ID_DEPTH_BIAS,
ID_ITERATION_DEPTH_BIAS,
ID_ALWAYS_FAIL,
ID_ALWAYS_PASS,
ID_LESS_EQUAL,
ID_LESS,
ID_EQUAL,
ID_NOT_EQUAL,
ID_GREATER_EQUAL,
ID_GREATER,
ID_ALPHA_REJECTION,
ID_ALPHA_TO_COVERAGE,
ID_LIGHT_SCISSOR,
ID_LIGHT_CLIP_PLANES,
ID_TRANSPARENT_SORTING,
ID_ILLUMINATION_STAGE,
ID_DECAL,
ID_CULL_HARDWARE,
ID_CLOCKWISE,
ID_ANTICLOCKWISE,
ID_CULL_SOFTWARE,
ID_BACK,
ID_FRONT,
ID_NORMALISE_NORMALS,
ID_LIGHTING,
ID_SHADING,
ID_FLAT,
ID_GOURAUD,
ID_PHONG,
ID_POLYGON_MODE,
ID_SOLID,
ID_WIREFRAME,
ID_POINTS,
ID_POLYGON_MODE_OVERRIDEABLE,
ID_FOG_OVERRIDE,
ID_NONE,
ID_LINEAR,
ID_EXP,
ID_EXP2,
ID_COLOUR_WRITE,
ID_MAX_LIGHTS,
ID_START_LIGHT,
ID_ITERATION,
ID_ONCE,
ID_ONCE_PER_LIGHT,
ID_PER_LIGHT,
ID_PER_N_LIGHTS,
ID_POINT,
ID_SPOT,
ID_DIRECTIONAL,
ID_LIGHT_MASK,
ID_POINT_SIZE,
ID_POINT_SPRITES,
ID_POINT_SIZE_ATTENUATION,
ID_POINT_SIZE_MIN,
ID_POINT_SIZE_MAX,
ID_TEXTURE_ALIAS,
ID_TEXTURE,
ID_1D,
ID_2D,
ID_3D,
ID_CUBIC,
ID_2DARRAY,
ID_UNLIMITED,
ID_ALPHA,
ID_GAMMA,
ID_ANIM_TEXTURE,
ID_CUBIC_TEXTURE,
ID_SEPARATE_UV,
ID_COMBINED_UVW,
ID_TEX_COORD_SET,
ID_TEX_ADDRESS_MODE,
ID_WRAP,
ID_CLAMP,
ID_BORDER,
ID_MIRROR,
ID_TEX_BORDER_COLOUR,
ID_FILTERING,
ID_BILINEAR,
ID_TRILINEAR,
ID_ANISOTROPIC,
ID_CMPTEST,
ID_ON,
ID_OFF,
ID_CMPFUNC,
ID_MAX_ANISOTROPY,
ID_MIPMAP_BIAS,
ID_COLOUR_OP,
ID_REPLACE,
ID_ADD,
ID_MODULATE,
ID_ALPHA_BLEND,
ID_COLOUR_OP_EX,
ID_SOURCE1,
ID_SOURCE2,
ID_MODULATE_X2,
ID_MODULATE_X4,
ID_ADD_SIGNED,
ID_ADD_SMOOTH,
ID_SUBTRACT,
ID_BLEND_DIFFUSE_COLOUR,
ID_BLEND_DIFFUSE_ALPHA,
ID_BLEND_TEXTURE_ALPHA,
ID_BLEND_CURRENT_ALPHA,
ID_BLEND_MANUAL,
ID_DOT_PRODUCT,
ID_SRC_CURRENT,
ID_SRC_TEXTURE,
ID_SRC_DIFFUSE,
ID_SRC_SPECULAR,
ID_SRC_MANUAL,
ID_COLOUR_OP_MULTIPASS_FALLBACK,
ID_ALPHA_OP_EX,
ID_ENV_MAP,
ID_SPHERICAL,
ID_PLANAR,
ID_CUBIC_REFLECTION,
ID_CUBIC_NORMAL,
ID_SCROLL,
ID_SCROLL_ANIM,
ID_ROTATE,
ID_ROTATE_ANIM,
ID_SCALE,
ID_WAVE_XFORM,
ID_SCROLL_X,
ID_SCROLL_Y,
ID_SCALE_X,
ID_SCALE_Y,
ID_SINE,
ID_TRIANGLE,
ID_SQUARE,
ID_SAWTOOTH,
ID_INVERSE_SAWTOOTH,
ID_TRANSFORM,
ID_BINDING_TYPE,
ID_VERTEX,
ID_FRAGMENT,
ID_CONTENT_TYPE,
ID_NAMED,
ID_SHADOW,
ID_TEXTURE_SOURCE,
ID_SHARED_PARAMS,
ID_SHARED_PARAM_NAMED,
ID_SHARED_PARAMS_REF,
ID_PARTICLE_SYSTEM,
ID_EMITTER,
ID_AFFECTOR,
ID_COMPOSITOR,
ID_TARGET,
ID_TARGET_OUTPUT,
ID_INPUT,
ID_PREVIOUS,
ID_TARGET_WIDTH,
ID_TARGET_HEIGHT,
ID_TARGET_WIDTH_SCALED,
ID_TARGET_HEIGHT_SCALED,
ID_COMPOSITOR_LOGIC,
ID_TEXTURE_REF,
ID_SCOPE_LOCAL,
ID_SCOPE_CHAIN,
ID_SCOPE_GLOBAL,
ID_POOLED,
ID_NO_FSAA,
ID_DEPTH_POOL,
ID_ONLY_INITIAL,
ID_VISIBILITY_MASK,
ID_LOD_BIAS,
ID_MATERIAL_SCHEME,
ID_SHADOWS_ENABLED,
ID_CLEAR,
ID_STENCIL,
ID_RENDER_SCENE,
ID_RENDER_QUAD,
ID_IDENTIFIER,
ID_FIRST_RENDER_QUEUE,
ID_LAST_RENDER_QUEUE,
ID_QUAD_NORMALS,
ID_CAMERA_FAR_CORNERS_VIEW_SPACE,
ID_CAMERA_FAR_CORNERS_WORLD_SPACE,
ID_BUFFERS,
ID_COLOUR,
ID_DEPTH,
ID_COLOUR_VALUE,
ID_DEPTH_VALUE,
ID_STENCIL_VALUE,
ID_CHECK,
ID_COMP_FUNC,
ID_REF_VALUE,
ID_MASK,
ID_FAIL_OP,
ID_KEEP,
ID_INCREMENT,
ID_DECREMENT,
ID_INCREMENT_WRAP,
ID_DECREMENT_WRAP,
ID_INVERT,
ID_DEPTH_FAIL_OP,
ID_PASS_OP,
ID_TWO_SIDED,
ID_READ_BACK_AS_TEXTURE,
ID_RT_SHADER_SYSTEM,
ID_TESSELLATION_HULL_PROGRAM,
ID_TESSELLATION_DOMAIN_PROGRAM,
ID_COMPUTE_PROGRAM,
ID_TESSELLATION_HULL_PROGRAM_REF,
ID_TESSELLATION_DOMAIN_PROGRAM_REF,
ID_COMPUTE_PROGRAM_REF,
ID_GEOMETRY,
ID_TESSELLATION_HULL,
ID_TESSELLATION_DOMAIN,
ID_COMPUTE,
ID_SUBROUTINE,
ID_END_BUILTIN_IDS
} |
| This enum defines the integer ids for keywords this compiler handles. More...
|
|
enum | AbstractNodeType {
ANT_UNKNOWN,
ANT_ATOM,
ANT_OBJECT,
ANT_PROPERTY,
ANT_IMPORT,
ANT_VARIABLE_SET,
ANT_VARIABLE_ACCESS
} |
| This enum holds the types of the possible abstract nodes. More...
|
|
enum | BaseConstantType {
BCT_FLOAT = 1,
BCT_INT = 2,
BCT_DOUBLE = 3,
BCT_UINT = 4,
BCT_BOOL = 5,
BCT_SAMPLER = 6,
BCT_SUBROUTINE = 7,
BCT_UNKNOWN = 99
} |
|
enum | BillboardOrigin {
BBO_TOP_LEFT,
BBO_TOP_CENTER,
BBO_TOP_RIGHT,
BBO_CENTER_LEFT,
BBO_CENTER,
BBO_CENTER_RIGHT,
BBO_BOTTOM_LEFT,
BBO_BOTTOM_CENTER,
BBO_BOTTOM_RIGHT
} |
| Enum covering what exactly a billboard's position means (center, top-left etc). More...
|
|
enum | BillboardRotationType { BBR_VERTEX,
BBR_TEXCOORD
} |
| The rotation type of billboard. More...
|
|
enum | BillboardType {
BBT_POINT,
BBT_ORIENTED_COMMON,
BBT_ORIENTED_SELF,
BBT_PERPENDICULAR_COMMON,
BBT_PERPENDICULAR_SELF
} |
| The type of billboard to use. More...
|
|
enum | Capabilities {
RSC_AUTOMIPMAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0),
RSC_BLENDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1),
RSC_ANISOTROPY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2),
RSC_DOT3 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
RSC_CUBEMAPPING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4),
RSC_HWSTENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5),
RSC_VBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 7),
RSC_32BIT_INDEX = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 8),
RSC_VERTEX_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 9),
RSC_FRAGMENT_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 10),
RSC_SCISSOR_TEST = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 11),
RSC_TWO_SIDED_STENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 12),
RSC_STENCIL_WRAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 13),
RSC_HWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 14),
RSC_USER_CLIP_PLANES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 15),
RSC_VERTEX_FORMAT_UBYTE4 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 16),
RSC_INFINITE_FAR_PLANE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 17),
RSC_HWRENDER_TO_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 18),
RSC_TEXTURE_FLOAT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 19),
RSC_NON_POWER_OF_2_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 20),
RSC_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 21),
RSC_POINT_SPRITES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 22),
RSC_POINT_EXTENDED_PARAMETERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 23),
RSC_VERTEX_TEXTURE_FETCH = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 24),
RSC_MIPMAP_LOD_BIAS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 25),
RSC_GEOMETRY_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 26),
RSC_HWRENDER_TO_VERTEX_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 27),
RSC_TEXTURE_COMPRESSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 0),
RSC_TEXTURE_COMPRESSION_DXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 1),
RSC_TEXTURE_COMPRESSION_VTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 2),
RSC_TEXTURE_COMPRESSION_PVRTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 3),
RSC_TEXTURE_COMPRESSION_ATC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 4),
RSC_TEXTURE_COMPRESSION_ETC1 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 5),
RSC_TEXTURE_COMPRESSION_ETC2 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 6),
RSC_TEXTURE_COMPRESSION_BC4_BC5 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 7),
RSC_TEXTURE_COMPRESSION_BC6H_BC7 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 8),
RSC_FIXED_FUNCTION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 9),
RSC_MRT_DIFFERENT_BIT_DEPTHS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 10),
RSC_ALPHA_TO_COVERAGE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 11),
RSC_ADVANCED_BLEND_OPERATIONS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 12),
RSC_RTT_SEPARATE_DEPTHBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 13),
RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 14),
RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 15),
RSC_VERTEX_BUFFER_INSTANCE_DATA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 16),
RSC_CAN_GET_COMPILED_SHADER_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 17),
RSC_SHADER_SUBROUTINE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 18),
RSC_HWRENDER_TO_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 19),
RSC_TEXTURE_1D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 20),
RSC_TESSELLATION_HULL_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 21),
RSC_TESSELLATION_DOMAIN_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 22),
RSC_COMPUTE_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 23),
RSC_HWOCCLUSION_ASYNCHRONOUS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 24),
RSC_ATOMIC_COUNTERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 25),
RSC_READ_BACK_AS_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 26),
RSC_HW_GAMMA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 27),
RSC_AUTOMIPMAP_COMPRESSED = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 0),
RSC_COMPLETE_TEXTURE_BINDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_3, 1),
RSC_PERSTAGECONSTANT = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 0),
RSC_GL1_5_NOVBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 1),
RSC_FBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 2),
RSC_FBO_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 3),
RSC_FBO_ATI = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 4),
RSC_PBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 5),
RSC_GL1_5_NOHWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 6),
RSC_POINT_EXTENDED_PARAMETERS_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 7),
RSC_POINT_EXTENDED_PARAMETERS_EXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 8),
RSC_SEPARATE_SHADER_OBJECTS = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 9),
RSC_VAO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 10),
RSC_GLSL_SSO_REDECLARE = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 11),
RSC_DEBUG = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 12),
RSC_MAPBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 13)
} |
| Enum describing the different hardware capabilities we want to check for OGRE_CAPS_VALUE(a, b) defines each capability a is the category (which can be from 0 to 15) b is the value (from 0 to 27) More...
|
|
enum | CapabilitiesCategory {
CAPS_CATEGORY_COMMON = 0,
CAPS_CATEGORY_COMMON_2 = 1,
CAPS_CATEGORY_D3D9 = 2,
CAPS_CATEGORY_GL = 3,
CAPS_CATEGORY_COMMON_3 = 4,
CAPS_CATEGORY_COUNT = 5
} |
| Enumerates the categories of capabilities. More...
|
|
enum | ClipResult { CLIPPED_NONE = 0,
CLIPPED_SOME = 1,
CLIPPED_ALL = 2
} |
| Generic result of clipping. More...
|
|
enum | ColourBufferType { CBT_BACK = 0x0,
CBT_BACK_LEFT,
CBT_BACK_RIGHT
} |
| Defines the colour buffer types. More...
|
|
enum | CompareFunction {
CMPF_ALWAYS_FAIL,
CMPF_ALWAYS_PASS,
CMPF_LESS,
CMPF_LESS_EQUAL,
CMPF_EQUAL,
CMPF_NOT_EQUAL,
CMPF_GREATER_EQUAL,
CMPF_GREATER
} |
| Comparison functions used for the depth/stencil buffer operations and others. More...
|
|
enum | ConcreteNodeType {
CNT_VARIABLE,
CNT_VARIABLE_ASSIGN,
CNT_WORD,
CNT_IMPORT,
CNT_QUOTE,
CNT_LBRACE,
CNT_RBRACE,
CNT_COLON
} |
| These enums hold the types of the concrete parsed nodes. More...
|
|
enum | CullingMode { CULL_NONE = 1,
CULL_CLOCKWISE = 2,
CULL_ANTICLOCKWISE = 3
} |
| Hardware culling modes based on vertex winding. More...
|
|
enum | D3D9ResourceCreationPolicy { RCP_CREATE_ON_ACTIVE_DEVICE,
RCP_CREATE_ON_ALL_DEVICES
} |
|
enum | eTexturePlayMode { TextureEffectPause = 0,
TextureEffectPlay_ASAP = 1,
TextureEffectPlay_Looping = 2
} |
| Enum for type of texture play mode. More...
|
|
enum | FaceGroupType { FGT_FACE_LIST,
FGT_PATCH,
FGT_UNKNOWN
} |
| A type of face group, i.e. More...
|
|
enum | FilterOptions { FO_NONE,
FO_POINT,
FO_LINEAR,
FO_ANISOTROPIC
} |
| Filtering options for textures / mipmaps. More...
|
|
enum | FilterType { FT_MIN,
FT_MAG,
FT_MIP
} |
|
enum | FogMode { FOG_NONE,
FOG_EXP,
FOG_EXP2,
FOG_LINEAR
} |
| Fog modes. More...
|
|
enum | FontType { FT_TRUETYPE = 1,
FT_IMAGE = 2
} |
| Enumerates the types of Font usable in the engine. More...
|
|
enum | FrameBufferType { FBT_COLOUR = 0x1,
FBT_DEPTH = 0x2,
FBT_STENCIL = 0x4
} |
| Defines the frame buffer types. More...
|
|
enum | FrustumPlane {
FRUSTUM_PLANE_NEAR = 0,
FRUSTUM_PLANE_FAR = 1,
FRUSTUM_PLANE_LEFT = 2,
FRUSTUM_PLANE_RIGHT = 3,
FRUSTUM_PLANE_TOP = 4,
FRUSTUM_PLANE_BOTTOM = 5
} |
| Worldspace clipping planes. More...
|
|
enum | GpuConstantType {
GCT_FLOAT1 = 1,
GCT_FLOAT2 = 2,
GCT_FLOAT3 = 3,
GCT_FLOAT4 = 4,
GCT_SAMPLER1D = 5,
GCT_SAMPLER2D = 6,
GCT_SAMPLER3D = 7,
GCT_SAMPLERCUBE = 8,
GCT_SAMPLERRECT = 9,
GCT_SAMPLER1DSHADOW = 10,
GCT_SAMPLER2DSHADOW = 11,
GCT_SAMPLER2DARRAY = 12,
GCT_MATRIX_2X2 = 13,
GCT_MATRIX_2X3 = 14,
GCT_MATRIX_2X4 = 15,
GCT_MATRIX_3X2 = 16,
GCT_MATRIX_3X3 = 17,
GCT_MATRIX_3X4 = 18,
GCT_MATRIX_4X2 = 19,
GCT_MATRIX_4X3 = 20,
GCT_MATRIX_4X4 = 21,
GCT_INT1 = 22,
GCT_INT2 = 23,
GCT_INT3 = 24,
GCT_INT4 = 25,
GCT_SUBROUTINE = 26,
GCT_DOUBLE1 = 27,
GCT_DOUBLE2 = 28,
GCT_DOUBLE3 = 29,
GCT_DOUBLE4 = 30,
GCT_MATRIX_DOUBLE_2X2 = 31,
GCT_MATRIX_DOUBLE_2X3 = 32,
GCT_MATRIX_DOUBLE_2X4 = 33,
GCT_MATRIX_DOUBLE_3X2 = 34,
GCT_MATRIX_DOUBLE_3X3 = 35,
GCT_MATRIX_DOUBLE_3X4 = 36,
GCT_MATRIX_DOUBLE_4X2 = 37,
GCT_MATRIX_DOUBLE_4X3 = 38,
GCT_MATRIX_DOUBLE_4X4 = 39,
GCT_UINT1 = 40,
GCT_UINT2 = 41,
GCT_UINT3 = 42,
GCT_UINT4 = 43,
GCT_BOOL1 = 44,
GCT_BOOL2 = 45,
GCT_BOOL3 = 46,
GCT_BOOL4 = 47,
GCT_SAMPLER_WRAPPER1D = 48,
GCT_SAMPLER_WRAPPER2D = 49,
GCT_SAMPLER_WRAPPER3D = 50,
GCT_SAMPLER_WRAPPERCUBE = 51,
GCT_SAMPLER_STATE = 52,
GCT_UNKNOWN = 99
} |
| Enumeration of the types of constant we may encounter in programs. More...
|
|
enum | GpuParamVariability {
GPV_GLOBAL = 1,
GPV_PER_OBJECT = 2,
GPV_LIGHTS = 4,
GPV_PASS_ITERATION_NUMBER = 8,
GPV_ALL = 0xFFFF
} |
| The variability of a GPU parameter, as derived from auto-params targeting it. More...
|
|
enum | GpuProgramType {
GPT_VERTEX_PROGRAM = 0,
GPT_FRAGMENT_PROGRAM,
GPT_GEOMETRY_PROGRAM,
GPT_DOMAIN_PROGRAM,
GPT_HULL_PROGRAM,
GPT_COMPUTE_PROGRAM
} |
| Enumerates the types of programs which can run on the GPU. More...
|
|
enum | GPUVendor {
GPU_UNKNOWN = 0,
GPU_NVIDIA = 1,
GPU_AMD = 2,
GPU_INTEL = 3,
GPU_S3 = 4,
GPU_MATROX = 5,
GPU_3DLABS = 6,
GPU_SIS = 7,
GPU_IMAGINATION_TECHNOLOGIES = 8,
GPU_APPLE = 9,
GPU_NOKIA = 10,
GPU_MS_SOFTWARE = 11,
GPU_MS_WARP = 12,
GPU_ARM = 13,
GPU_QUALCOMM = 14,
GPU_MOZILLA = 15,
GPU_WEBKIT = 16,
GPU_VENDOR_COUNT = 17
} |
| Enumeration of GPU vendors. More...
|
|
enum | Grid2DMode { G2D_X_Z = 0,
G2D_X_Y = 1,
G2D_Y_Z = 2
} |
| The 2D grid mode. More...
|
|
enum | GuiHorizontalAlignment { GHA_LEFT,
GHA_CENTER,
GHA_RIGHT
} |
| Enum describing where '0' is in relation to the parent in the horizontal dimension. More...
|
|
enum | GuiMetricsMode { GMM_RELATIVE,
GMM_PIXELS,
GMM_RELATIVE_ASPECT_ADJUSTED
} |
| Enum describing how the position / size of an element is to be recorded. More...
|
|
enum | GuiVerticalAlignment { GVA_TOP,
GVA_CENTER,
GVA_BOTTOM
} |
| Enum describing where '0' is in relation to the parent in the vertical dimension. More...
|
|
enum | IlluminationStage { IS_AMBIENT,
IS_PER_LIGHT,
IS_DECAL,
IS_UNKNOWN
} |
| Categorisation of passes for the purpose of additive lighting. More...
|
|
enum | ImageFlags { IF_COMPRESSED = 0x00000001,
IF_CUBEMAP = 0x00000002,
IF_3D_TEXTURE = 0x00000004
} |
|
enum | InstanceManagerFlags {
IM_USE16BIT = 0x0001,
IM_VTFBESTFIT = 0x0002,
IM_VTFBONEMATRIXLOOKUP = 0x0004,
IM_USEBONEDUALQUATERNIONS = 0x0008,
IM_USEONEWEIGHT = 0x0010,
IM_FORCEONEWEIGHT = 0x0020,
IM_USEALL = IM_USE16BIT|IM_VTFBESTFIT|IM_USEONEWEIGHT
} |
| Flags for the Instance Manager when calculating ideal number of instances per batch. More...
|
|
enum | LayerBlendOperation { LBO_REPLACE,
LBO_ADD,
LBO_MODULATE,
LBO_ALPHA_BLEND
} |
| List of valid texture blending operations, for use with TextureUnitState::setColourOperation. More...
|
|
enum | LayerBlendOperationEx {
LBX_SOURCE1,
LBX_SOURCE2,
LBX_MODULATE,
LBX_MODULATE_X2,
LBX_MODULATE_X4,
LBX_ADD,
LBX_ADD_SIGNED,
LBX_ADD_SMOOTH,
LBX_SUBTRACT,
LBX_BLEND_DIFFUSE_ALPHA,
LBX_BLEND_TEXTURE_ALPHA,
LBX_BLEND_CURRENT_ALPHA,
LBX_BLEND_MANUAL,
LBX_DOTPRODUCT,
LBX_BLEND_DIFFUSE_COLOUR
} |
| Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
|
|
enum | LayerBlendSource {
LBS_CURRENT,
LBS_TEXTURE,
LBS_DIFFUSE,
LBS_SPECULAR,
LBS_MANUAL
} |
| List of valid sources of values for blending operations used in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
|
|
enum | LayerBlendType { LBT_COLOUR,
LBT_ALPHA
} |
| Type of texture blend mode. More...
|
|
enum | LoggingLevel { LL_LOW = 1,
LL_NORMAL = 2,
LL_BOREME = 3
} |
| The level of detail to which the log will go into. More...
|
|
enum | LogMessageLevel { LML_TRIVIAL = 1,
LML_NORMAL = 2,
LML_CRITICAL = 3
} |
| The importance of a logged message. More...
|
|
enum | ManualCullingMode { MANUAL_CULL_NONE = 1,
MANUAL_CULL_BACK = 2,
MANUAL_CULL_FRONT = 3
} |
| Manual culling modes based on vertex normals. More...
|
|
enum | MaterialScriptSection {
MSS_NONE,
MSS_MATERIAL,
MSS_TECHNIQUE,
MSS_PASS,
MSS_TEXTUREUNIT,
MSS_PROGRAM_REF,
MSS_PROGRAM,
MSS_DEFAULT_PARAMETERS,
MSS_TEXTURESOURCE
} |
| Enum to identify material sections. More...
|
|
enum | MemoryCategory {
MEMCATEGORY_GENERAL = 0,
MEMCATEGORY_GEOMETRY = 1,
MEMCATEGORY_ANIMATION = 2,
MEMCATEGORY_SCENE_CONTROL = 3,
MEMCATEGORY_SCENE_OBJECTS = 4,
MEMCATEGORY_RESOURCE = 5,
MEMCATEGORY_SCRIPTING = 6,
MEMCATEGORY_RENDERSYS = 7,
MEMCATEGORY_COUNT = 8
} |
| A set of categories that indicate the purpose of a chunk of memory being allocated. More...
|
|
enum | MeshChunkID {
M_HEADER = 0x1000,
M_MESH = 0x3000,
M_SUBMESH = 0x4000,
M_SUBMESH_OPERATION = 0x4010,
M_SUBMESH_BONE_ASSIGNMENT = 0x4100,
M_SUBMESH_TEXTURE_ALIAS = 0x4200,
M_GEOMETRY = 0x5000,
M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
M_GEOMETRY_VERTEX_ELEMENT = 0x5110,
M_GEOMETRY_VERTEX_BUFFER = 0x5200,
M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210,
M_MESH_SKELETON_LINK = 0x6000,
M_MESH_BONE_ASSIGNMENT = 0x7000,
M_MESH_LOD_LEVEL = 0x8000,
M_MESH_LOD_USAGE = 0x8100,
M_MESH_LOD_MANUAL = 0x8110,
M_MESH_LOD_GENERATED = 0x8120,
M_MESH_BOUNDS = 0x9000,
M_SUBMESH_NAME_TABLE = 0xA000,
M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
M_EDGE_LISTS = 0xB000,
M_EDGE_LIST_LOD = 0xB100,
M_EDGE_GROUP = 0xB110,
M_POSES = 0xC000,
M_POSE = 0xC100,
M_POSE_VERTEX = 0xC111,
M_ANIMATIONS = 0xD000,
M_ANIMATION = 0xD100,
M_ANIMATION_BASEINFO = 0xD105,
M_ANIMATION_TRACK = 0xD110,
M_ANIMATION_MORPH_KEYFRAME = 0xD111,
M_ANIMATION_POSE_KEYFRAME = 0xD112,
M_ANIMATION_POSE_REF = 0xD113,
M_TABLE_EXTREMES = 0xE000,
M_GEOMETRY_NORMALS = 0x5100,
M_GEOMETRY_COLOURS = 0x5200,
M_GEOMETRY_TEXCOORDS = 0x5300
} |
| Definition of the OGRE .mesh file format. More...
|
|
enum | MeshVersion {
MESH_VERSION_LATEST,
MESH_VERSION_1_10,
MESH_VERSION_1_8,
MESH_VERSION_1_7,
MESH_VERSION_1_4,
MESH_VERSION_1_0,
MESH_VERSION_LEGACY
} |
| Mesh compatibility versions. More...
|
|
enum | OrientationMode {
OR_DEGREE_0 = 0,
OR_DEGREE_90 = 1,
OR_DEGREE_180 = 2,
OR_DEGREE_270 = 3,
OR_PORTRAIT = OR_DEGREE_0,
OR_LANDSCAPERIGHT = OR_DEGREE_90,
OR_LANDSCAPELEFT = OR_DEGREE_270
} |
| Specifies orientation mode. More...
|
|
enum | ParameterType {
PT_BOOL,
PT_REAL,
PT_INT,
PT_UNSIGNED_INT,
PT_SHORT,
PT_UNSIGNED_SHORT,
PT_LONG,
PT_UNSIGNED_LONG,
PT_STRING,
PT_VECTOR3,
PT_MATRIX3,
PT_MATRIX4,
PT_QUATERNION,
PT_COLOURVALUE
} |
| List of parameter types available. More...
|
|
enum | PixelComponentType {
PCT_BYTE = 0,
PCT_SHORT = 1,
PCT_FLOAT16 = 2,
PCT_FLOAT32 = 3,
PCT_SINT = 4,
PCT_UINT = 5,
PCT_COUNT = 6
} |
| Pixel component format. More...
|
|
enum | PixelFormat {
PF_UNKNOWN = 0,
PF_L8 = 1,
PF_BYTE_L = PF_L8,
PF_L16 = 2,
PF_SHORT_L = PF_L16,
PF_A8 = 3,
PF_BYTE_A = PF_A8,
PF_A4L4 = 4,
PF_BYTE_LA = 5,
PF_R5G6B5 = 6,
PF_B5G6R5 = 7,
PF_R3G3B2 = 31,
PF_A4R4G4B4 = 8,
PF_A1R5G5B5 = 9,
PF_R8G8B8 = 10,
PF_B8G8R8 = 11,
PF_A8R8G8B8 = 12,
PF_A8B8G8R8 = 13,
PF_B8G8R8A8 = 14,
PF_R8G8B8A8 = 28,
PF_X8R8G8B8 = 26,
PF_X8B8G8R8 = 27,
PF_BYTE_RGB = PF_B8G8R8,
PF_BYTE_BGR = PF_R8G8B8,
PF_BYTE_BGRA = PF_A8R8G8B8,
PF_BYTE_RGBA = PF_A8B8G8R8,
PF_A2R10G10B10 = 15,
PF_A2B10G10R10 = 16,
PF_DXT1 = 17,
PF_DXT2 = 18,
PF_DXT3 = 19,
PF_DXT4 = 20,
PF_DXT5 = 21,
PF_FLOAT16_R = 32,
PF_FLOAT16_RGB = 22,
PF_FLOAT16_RGBA = 23,
PF_FLOAT32_R = 33,
PF_FLOAT32_RGB = 24,
PF_FLOAT32_RGBA = 25,
PF_FLOAT16_GR = 35,
PF_FLOAT32_GR = 36,
PF_DEPTH = 29,
PF_SHORT_RGBA = 30,
PF_SHORT_GR = 34,
PF_SHORT_RGB = 37,
PF_PVRTC_RGB2 = 38,
PF_PVRTC_RGBA2 = 39,
PF_PVRTC_RGB4 = 40,
PF_PVRTC_RGBA4 = 41,
PF_PVRTC2_2BPP = 42,
PF_PVRTC2_4BPP = 43,
PF_R11G11B10_FLOAT = 44,
PF_R8_UINT = 45,
PF_R8G8_UINT = 46,
PF_R8G8B8_UINT = 47,
PF_R8G8B8A8_UINT = 48,
PF_R16_UINT = 49,
PF_R16G16_UINT = 50,
PF_R16G16B16_UINT = 51,
PF_R16G16B16A16_UINT = 52,
PF_R32_UINT = 53,
PF_R32G32_UINT = 54,
PF_R32G32B32_UINT = 55,
PF_R32G32B32A32_UINT = 56,
PF_R8_SINT = 57,
PF_R8G8_SINT = 58,
PF_R8G8B8_SINT = 59,
PF_R8G8B8A8_SINT = 60,
PF_R16_SINT = 61,
PF_R16G16_SINT = 62,
PF_R16G16B16_SINT = 63,
PF_R16G16B16A16_SINT = 64,
PF_R32_SINT = 65,
PF_R32G32_SINT = 66,
PF_R32G32B32_SINT = 67,
PF_R32G32B32A32_SINT = 68,
PF_R9G9B9E5_SHAREDEXP = 69,
PF_BC4_UNORM = 70,
PF_BC4_SNORM = 71,
PF_BC5_UNORM = 72,
PF_BC5_SNORM = 73,
PF_BC6H_UF16 = 74,
PF_BC6H_SF16 = 75,
PF_BC7_UNORM = 76,
PF_BC7_UNORM_SRGB = 77,
PF_R8 = 78,
PF_RG8 = 79,
PF_R8_SNORM = 80,
PF_R8G8_SNORM = 81,
PF_R8G8B8_SNORM = 82,
PF_R8G8B8A8_SNORM = 83,
PF_R16_SNORM = 84,
PF_R16G16_SNORM = 85,
PF_R16G16B16_SNORM = 86,
PF_R16G16B16A16_SNORM = 87,
PF_ETC1_RGB8 = 88,
PF_ETC2_RGB8 = 89,
PF_ETC2_RGBA8 = 90,
PF_ETC2_RGB8A1 = 91,
PF_ATC_RGB = 92,
PF_ATC_RGBA_EXPLICIT_ALPHA = 93,
PF_ATC_RGBA_INTERPOLATED_ALPHA = 94,
PF_COUNT = 95
} |
| The pixel format used for images, textures, and render surfaces. More...
|
|
enum | PixelFormatFlags {
PFF_HASALPHA = 0x00000001,
PFF_COMPRESSED = 0x00000002,
PFF_FLOAT = 0x00000004,
PFF_DEPTH = 0x00000008,
PFF_NATIVEENDIAN = 0x00000010,
PFF_LUMINANCE = 0x00000020,
PFF_INTEGER = 0x00000040
} |
| Flags defining some on/off properties of pixel formats. More...
|
|
enum | PolygonMode { PM_POINTS = 1,
PM_WIREFRAME = 2,
PM_SOLID = 3
} |
| The polygon mode to use when rasterising. More...
|
|
enum | ProfileGroupMask {
OGREPROF_USER_DEFAULT = 0x00000001,
OGREPROF_ALL = 0xFF000000,
OGREPROF_GENERAL = 0x80000000,
OGREPROF_CULLING = 0x40000000,
OGREPROF_RENDERING = 0x20000000
} |
| List of reserved profiling masks. More...
|
|
enum | ProjectionType { PT_ORTHOGRAPHIC,
PT_PERSPECTIVE
} |
| Specifies perspective (realistic) or orthographic (architectural) projection. More...
|
|
enum | PropertyType {
PROP_SHORT = 0,
PROP_UNSIGNED_SHORT = 1,
PROP_INT = 2,
PROP_UNSIGNED_INT = 3,
PROP_LONG = 4,
PROP_UNSIGNED_LONG = 5,
PROP_REAL = 6,
PROP_STRING = 7,
PROP_VECTOR2 = 8,
PROP_VECTOR3 = 9,
PROP_VECTOR4 = 10,
PROP_COLOUR = 11,
PROP_BOOL = 12,
PROP_QUATERNION = 13,
PROP_MATRIX3 = 14,
PROP_MATRIX4 = 15,
PROP_UNKNOWN = 999
} |
| The type of a property. More...
|
|
enum | RenderQueueGroupID {
RENDER_QUEUE_BACKGROUND = 0,
RENDER_QUEUE_SKIES_EARLY = 5,
RENDER_QUEUE_1 = 10,
RENDER_QUEUE_2 = 20,
RENDER_QUEUE_WORLD_GEOMETRY_1 = 25,
RENDER_QUEUE_3 = 30,
RENDER_QUEUE_4 = 40,
RENDER_QUEUE_MAIN = 50,
RENDER_QUEUE_6 = 60,
RENDER_QUEUE_7 = 70,
RENDER_QUEUE_WORLD_GEOMETRY_2 = 75,
RENDER_QUEUE_8 = 80,
RENDER_QUEUE_9 = 90,
RENDER_QUEUE_SKIES_LATE = 95,
RENDER_QUEUE_OVERLAY = 100,
RENDER_QUEUE_MAX = 105
} |
| Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between. More...
|
|
enum | SceneBlendFactor {
SBF_ONE,
SBF_ZERO,
SBF_DEST_COLOUR,
SBF_SOURCE_COLOUR,
SBF_ONE_MINUS_DEST_COLOUR,
SBF_ONE_MINUS_SOURCE_COLOUR,
SBF_DEST_ALPHA,
SBF_SOURCE_ALPHA,
SBF_ONE_MINUS_DEST_ALPHA,
SBF_ONE_MINUS_SOURCE_ALPHA
} |
| Blending factors for manually blending objects with the scene. More...
|
|
enum | SceneBlendOperation {
SBO_ADD,
SBO_SUBTRACT,
SBO_REVERSE_SUBTRACT,
SBO_MIN,
SBO_MAX
} |
| Blending operations controls how objects are blended into the scene. More...
|
|
enum | SceneBlendType {
SBT_TRANSPARENT_ALPHA,
SBT_TRANSPARENT_COLOUR,
SBT_ADD,
SBT_MODULATE,
SBT_REPLACE
} |
| Types of blending that you can specify between an object and the existing contents of the scene. More...
|
|
enum | SceneType {
ST_GENERIC = 1,
ST_EXTERIOR_CLOSE = 2,
ST_EXTERIOR_FAR = 4,
ST_EXTERIOR_REAL_FAR = 8,
ST_INTERIOR = 16
} |
| Classification of a scene to allow a decision of what type of SceenManager to provide back to the application. More...
|
|
enum | ShadeOptions { SO_FLAT,
SO_GOURAUD,
SO_PHONG
} |
| Light shading modes. More...
|
|
enum | ShadowRenderableFlags { SRF_INCLUDE_LIGHT_CAP = 0x00000001,
SRF_INCLUDE_DARK_CAP = 0x00000002,
SRF_EXTRUDE_TO_INFINITY = 0x00000004
} |
| A set of flags that can be used to influence ShadowRenderable creation. More...
|
|
enum | ShadowTechnique {
SHADOWTYPE_NONE = 0x00,
SHADOWDETAILTYPE_ADDITIVE = 0x01,
SHADOWDETAILTYPE_MODULATIVE = 0x02,
SHADOWDETAILTYPE_INTEGRATED = 0x04,
SHADOWDETAILTYPE_STENCIL = 0x10,
SHADOWDETAILTYPE_TEXTURE = 0x20,
SHADOWTYPE_STENCIL_MODULATIVE = 0x12,
SHADOWTYPE_STENCIL_ADDITIVE = 0x11,
SHADOWTYPE_TEXTURE_MODULATIVE = 0x22,
SHADOWTYPE_TEXTURE_ADDITIVE = 0x21,
SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED = 0x25,
SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED = 0x26
} |
| An enumeration of broad shadow techniques. More...
|
|
enum | SharedPtrFreeMethod { SPFM_DELETE,
SPFM_DELETE_T,
SPFM_FREE,
SPFM_NONE
} |
| The method to use to free memory on destruction. More...
|
|
enum | SkeletonAnimationBlendMode { ANIMBLEND_AVERAGE = 0,
ANIMBLEND_CUMULATIVE = 1
} |
|
enum | SkeletonChunkID {
SKELETON_HEADER = 0x1000,
SKELETON_BLENDMODE = 0x1010,
SKELETON_BONE = 0x2000,
SKELETON_BONE_PARENT = 0x3000,
SKELETON_ANIMATION = 0x4000,
SKELETON_ANIMATION_BASEINFO = 0x4010,
SKELETON_ANIMATION_TRACK = 0x4100,
SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
SKELETON_ANIMATION_LINK = 0x5000
} |
| Definition of the OGRE .skeleton file format. More...
|
|
enum | SkeletonVersion { SKELETON_VERSION_1_0,
SKELETON_VERSION_1_8,
SKELETON_VERSION_LATEST = 100
} |
| Skeleton compatibility versions. More...
|
|
enum | SortMode { SM_DIRECTION,
SM_DISTANCE
} |
| Sort mode for billboard-set and particle-system. More...
|
|
enum | StencilOperation {
SOP_KEEP,
SOP_ZERO,
SOP_REPLACE,
SOP_INCREMENT,
SOP_DECREMENT,
SOP_INCREMENT_WRAP,
SOP_DECREMENT_WRAP,
SOP_INVERT
} |
| Enum describing the various actions which can be taken on the stencil buffer. More...
|
|
enum | StereoModeType { SMT_NONE = 0x0,
SMT_FRAME_SEQUENTIAL
} |
| Defines the stereo mode types. More...
|
|
enum | TerrainAutoUpdateLodStrategy { NONE = 0,
BY_DISTANCE = 1
} |
|
enum | TerrainLayerSamplerSemantic { TLSS_ALBEDO = 0,
TLSS_NORMAL = 1,
TLSS_HEIGHT = 2,
TLSS_SPECULAR = 3
} |
| Enumeration of types of data that can be read from textures that are specific to a given layer. More...
|
|
enum | TexCoordCalcMethod {
TEXCALC_NONE,
TEXCALC_ENVIRONMENT_MAP,
TEXCALC_ENVIRONMENT_MAP_PLANAR,
TEXCALC_ENVIRONMENT_MAP_REFLECTION,
TEXCALC_ENVIRONMENT_MAP_NORMAL,
TEXCALC_PROJECTIVE_TEXTURE
} |
| Enum describing the ways to generate texture coordinates. More...
|
|
enum | TextureAccess { TA_READ = 0x01,
TA_WRITE = 0x10,
TA_READ_WRITE = TA_READ | TA_WRITE
} |
| Enum identifying the texture access privilege. More...
|
|
enum | TextureFilterOptions { TFO_NONE,
TFO_BILINEAR,
TFO_TRILINEAR,
TFO_ANISOTROPIC
} |
| High-level filtering options providing shortcuts to settings the minification, magnification and mip filters. More...
|
|
enum | TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF,
MIP_DEFAULT = -1
} |
| Enum identifying special mipmap numbers. More...
|
|
enum | TextureType {
TEX_TYPE_1D = 1,
TEX_TYPE_2D = 2,
TEX_TYPE_3D = 3,
TEX_TYPE_CUBE_MAP = 4,
TEX_TYPE_2D_ARRAY = 5,
TEX_TYPE_2D_RECT = 6
} |
| Enum identifying the texture type. More...
|
|
enum | TextureUsage {
TU_STATIC = HardwareBuffer::HBU_STATIC,
TU_DYNAMIC = HardwareBuffer::HBU_DYNAMIC,
TU_WRITE_ONLY = HardwareBuffer::HBU_WRITE_ONLY,
TU_STATIC_WRITE_ONLY = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
TU_DYNAMIC_WRITE_ONLY = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY,
TU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE,
TU_AUTOMIPMAP = 16,
TU_RENDERTARGET = 32,
TU_NOTSHADERRESOURCE = 64,
TU_DEFAULT = TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY
} |
| Enum identifying the texture usage. More...
|
|
enum | TrackVertexColourEnum {
TVC_NONE = 0x0,
TVC_AMBIENT = 0x1,
TVC_DIFFUSE = 0x2,
TVC_SPECULAR = 0x4,
TVC_EMISSIVE = 0x8
} |
|
enum | VertexAnimationType { VAT_NONE = 0,
VAT_MORPH = 1,
VAT_POSE = 2
} |
| Type of vertex animation. More...
|
|
enum | VertexElementSemantic {
VES_POSITION = 1,
VES_BLEND_WEIGHTS = 2,
VES_BLEND_INDICES = 3,
VES_NORMAL = 4,
VES_DIFFUSE = 5,
VES_SPECULAR = 6,
VES_TEXTURE_COORDINATES = 7,
VES_BINORMAL = 8,
VES_TANGENT = 9,
VES_COUNT = 9
} |
| Vertex element semantics, used to identify the meaning of vertex buffer contents. More...
|
|
enum | VertexElementType {
VET_FLOAT1 = 0,
VET_FLOAT2 = 1,
VET_FLOAT3 = 2,
VET_FLOAT4 = 3,
VET_COLOUR = 4,
VET_SHORT1 = 5,
VET_SHORT2 = 6,
VET_SHORT3 = 7,
VET_SHORT4 = 8,
VET_UBYTE4 = 9,
VET_COLOUR_ARGB = 10,
VET_COLOUR_ABGR = 11,
VET_DOUBLE1 = 12,
VET_DOUBLE2 = 13,
VET_DOUBLE3 = 14,
VET_DOUBLE4 = 15,
VET_USHORT1 = 16,
VET_USHORT2 = 17,
VET_USHORT3 = 18,
VET_USHORT4 = 19,
VET_INT1 = 20,
VET_INT2 = 21,
VET_INT3 = 22,
VET_INT4 = 23,
VET_UINT1 = 24,
VET_UINT2 = 25,
VET_UINT3 = 26,
VET_UINT4 = 27,
VET_BYTE4 = 28,
VET_BYTE4_NORM = 29,
VET_UBYTE4_NORM = 30,
VET_SHORT2_NORM = 31,
VET_SHORT4_NORM = 32,
VET_USHORT2_NORM = 33,
VET_USHORT4_NORM = 34
} |
| Vertex element type, used to identify the base types of the vertex contents. More...
|
|
enum | WaveformType {
WFT_SINE,
WFT_TRIANGLE,
WFT_SQUARE,
WFT_SAWTOOTH,
WFT_INVERSE_SAWTOOTH,
WFT_PWM
} |
| Enumerates the wave types usable with the Ogre engine. More...
|
|