| OGRE 1.11.1 Object-Oriented Graphics Rendering Engine

Classes | Functions | Friends
GLES2
RenderSystems

Implementation of GL ES 2.x as a rendering system. More...

## Classes
class | Ogre::GLES2RenderSystem
| Implementation of GL ES 2.x as a rendering system. More...

## Functions
| Ogre::GLES2RenderSystem::GLES2RenderSystem ()
virtual | Ogre::GLES2RenderSystem::~GLES2RenderSystem ()
void | Ogre::GLES2RenderSystem::_beginFrame (void)
| Signifies the beginning of a frame, i.e. More...
void | Ogre::GLES2RenderSystem::_bindVao (GLContext *context, uint32 vao)
| Bind VAO, context should be equal to current context, as VAOs are not shared. More...
void | Ogre::GLES2RenderSystem::_copyContentsToMemory (Viewport *vp, const Box &src, const PixelBox &dst, RenderWindow::FrameBuffer buffer)
| Copies the current contents of the render target to a pixelbox. More...
DepthBuffer * | Ogre::GLES2RenderSystem::_createDepthBufferFor (RenderTarget *renderTarget)
| Creates a DepthBuffer that can be attached to the specified RenderTarget. More...
RenderWindow * | Ogre::GLES2RenderSystem::_createRenderWindow (const String &name, unsigned int width, unsigned int height, bool fullScreen, const NameValuePairList *miscParams=0)
| Creates a new rendering window. More...
uint32 | Ogre::GLES2RenderSystem::_createVao ()
| Create VAO on current context. More...
void | Ogre::GLES2RenderSystem::_destroyDepthBuffer (RenderTarget *pRenderWnd)
void | Ogre::GLES2RenderSystem::_destroyFbo (GLContext *context, uint32 fbo)
| Destroy FBO immediately or defer if it was created on other context. More...
void | Ogre::GLES2RenderSystem::_destroyVao (GLContext *context, uint32 vao)
| Destroy VAO immediately or defer if it was created on other context. More...
void | Ogre::GLES2RenderSystem::_endFrame (void)
| Ends rendering of a frame to the current viewport. More...
void | Ogre::GLES2RenderSystem::_getDepthStencilFormatFor (PixelFormat internalColourFormat, GLenum *depthFormat, GLenum *stencilFormat)
| Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE. More...
GLES2StateCacheManager * | Ogre::GLES2RenderSystem::_getStateCacheManager ()
RenderWindow * | Ogre::GLES2RenderSystem::_initialise (bool autoCreateWindow, const String &windowTitle="OGRE Render NativeWindowType")
| Start up the renderer using the settings selected (Or the defaults if none have been selected). More...
void | Ogre::GLES2RenderSystem::_oneTimeContextInitialization ()
| One time initialization for the RenderState of a context. More...
void | Ogre::GLES2RenderSystem::_render (const RenderOperation &op)
| Render something to the active viewport. More...
void | Ogre::GLES2RenderSystem::_setAlphaRejectSettings (CompareFunction func, unsigned char value, bool alphaToCoverage)
| Sets the global alpha rejection approach for future renders. More...
void | Ogre::GLES2RenderSystem::_setColourBufferWriteEnabled (bool red, bool green, bool blue, bool alpha)
| Sets whether or not colour buffer writing is enabled, and for which channels. More...
void | Ogre::GLES2RenderSystem::_setCullingMode (CullingMode mode)
| Sets the culling mode for the render system based on the 'vertex winding'. More...
void | Ogre::GLES2RenderSystem::_setDepthBias (float constantBias, float slopeScaleBias)
| Sets the depth bias, NB you should use the Material version of this. More...
void | Ogre::GLES2RenderSystem::_setDepthBufferCheckEnabled (bool enabled=true)
| Sets whether or not the depth buffer check is performed before a pixel write. More...
void | Ogre::GLES2RenderSystem::_setDepthBufferFunction (CompareFunction func=CMPF_LESS_EQUAL)
| Sets the comparison function for the depth buffer check. More...
void | Ogre::GLES2RenderSystem::_setDepthBufferParams (bool depthTest=true, bool depthWrite=true, CompareFunction depthFunction=CMPF_LESS_EQUAL)
| Sets the mode of operation for depth buffer tests from this point onwards. More...
void | Ogre::GLES2RenderSystem::_setDepthBufferWriteEnabled (bool enabled=true)
| Sets whether or not the depth buffer is updated after a pixel write. More...
void | Ogre::GLES2RenderSystem::_setPolygonMode (PolygonMode level)
| Sets how to rasterise triangles, as points, wireframe or solid polys. More...
void | Ogre::GLES2RenderSystem::_setRenderTarget (RenderTarget *target)
| Set current render target to target, enabling its GL context if needed. More...
void | Ogre::GLES2RenderSystem::_setSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendOperation op)
| Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
void | Ogre::GLES2RenderSystem::_setSceneBlendingOperation (SceneBlendOperation op)
void | Ogre::GLES2RenderSystem::_setSeparateSceneBlending (SceneBlendFactor sourceFactor, SceneBlendFactor destFactor, SceneBlendFactor sourceFactorAlpha, SceneBlendFactor destFactorAlpha, SceneBlendOperation op, SceneBlendOperation alphaOp)
| Sets the global blending factors for combining subsequent renders with the existing frame contents. More...
void | Ogre::GLES2RenderSystem::_setSeparateSceneBlendingOperation (SceneBlendOperation op, SceneBlendOperation alphaOp)
void | Ogre::GLES2RenderSystem::_setTexture (size_t unit, bool enabled, const TexturePtr &tex)
| Sets the texture to bind to a given texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureAddressingMode (size_t stage, const TextureUnitState::UVWAddressingMode &uvw)
| Sets the texture addressing mode for a texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureBorderColour (size_t stage, const ColourValue &colour)
| Sets the texture border colour for a texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureCoordSet (size_t stage, size_t index)
| Sets the texture coordinate set to use for a texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureLayerAnisotropy (size_t unit, unsigned int maxAnisotropy)
| Sets the maximal anisotropy for the specified texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureMipmapBias (size_t unit, float bias)
| Sets the mipmap bias value for a given texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureUnitCompareEnabled (size_t unit, bool compare)
| Sets whether the compare func is enabled or not for this texture unit. More...
void | Ogre::GLES2RenderSystem::_setTextureUnitCompareFunction (size_t unit, CompareFunction function)
| Sets the compare function to use for a given texture unit. More...
virtual void | Ogre::GLES2RenderSystem::_setTextureUnitFiltering (size_t unit, FilterOptions minFilter, FilterOptions magFilter, FilterOptions mipFilter)
| This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts. More...
void | Ogre::GLES2RenderSystem::_setTextureUnitFiltering (size_t unit, FilterType ftype, FilterOptions filter)
| Sets a single filter for a given texture unit. More...
void | Ogre::GLES2RenderSystem::_setViewport (Viewport *vp)
| Sets the provided viewport as the active one for future rendering operations. More...
void | Ogre::GLES2RenderSystem::_switchContext (GLContext *context)
| Switch GL context, dealing with involved internal cached states too. More...
void | Ogre::GLES2RenderSystem::_unregisterContext (GLContext *context)
| Unregister a render target->context mapping. More...
bool | Ogre::GLES2RenderSystem::areFixedFunctionLightsInViewSpace () const
| Are fixed-function lights provided in view space? Affects optimisation. More...
virtual void | Ogre::GLES2RenderSystem::beginProfileEvent (const String &eventName)
| This marks the beginning of an event for GPU profiling. More...
void | Ogre::GLES2RenderSystem::bindGpuProgram (GpuProgram *prg)
| Binds a given GpuProgram (but not the parameters). More...
void | Ogre::GLES2RenderSystem::bindGpuProgramParameters (GpuProgramType gptype, GpuProgramParametersSharedPtr params, uint16 mask)
| Bind Gpu program parameters. More...
void | Ogre::GLES2RenderSystem::bindGpuProgramPassIterationParameters (GpuProgramType gptype)
| Only binds Gpu program parameters used for passes that have more than one iteration rendering. More...
bool | Ogre::GLES2RenderSystem::checkExtension (const String &ext) const
void | Ogre::GLES2RenderSystem::clearFrameBuffer (unsigned int buffers, const ColourValue &colour=ColourValue::Black, Real depth=1.0f, unsigned short stencil=0)
| Clears one or more frame buffers on the active render target. More...
GLint | Ogre::GLES2RenderSystem::convertCompareFunction (CompareFunction func) const
GLint | Ogre::GLES2RenderSystem::convertStencilOp (StencilOperation op, bool invert=false) const
HardwareOcclusionQuery * | Ogre::GLES2RenderSystem::createHardwareOcclusionQuery (void)
| Create an object for performing hardware occlusion queries. More...
virtual MultiRenderTarget * | Ogre::GLES2RenderSystem::createMultiRenderTarget (const String &name)
| Create a MultiRenderTarget, which is a render target that renders to multiple RenderTextures at once. More...
virtual RenderSystemCapabilities * | Ogre::GLES2RenderSystem::createRenderSystemCapabilities () const
| Query the real capabilities of the GPU and driver in the RenderSystem. More...
void | Ogre::GLES2RenderSystem::destroyRenderWindow (const String &name)
| Destroys a render window. More...
virtual void | Ogre::GLES2RenderSystem::endProfileEvent (void)
| Ends the currently active GPU profiling event. More...
ConfigOptionMap & | Ogre::GLES2RenderSystem::getConfigOptions (void)
| Returns the details of this API's configuration options. More...
unsigned int | Ogre::GLES2RenderSystem::getDisplayMonitorCount () const
| Gets the number of display monitors. More...
GLES2Support * | Ogre::GLES2RenderSystem::getGLSupportRef ()
const String & | Ogre::GLES2RenderSystem::getName (void) const
| Returns the name of the rendering system. More...
virtual bool | Ogre::GLES2RenderSystem::hasAnisotropicMipMapFilter () const
| Determines if the system has anisotropic mip map filter support. More...
bool | Ogre::GLES2RenderSystem::hasMinGLVersion (int major, int minor) const
void | Ogre::GLES2RenderSystem::initialiseContext (RenderWindow *primary)
void | Ogre::GLES2RenderSystem::initialiseFromRenderSystemCapabilities (RenderSystemCapabilities *caps, RenderTarget *primary)
| Initialize the render system from the capabilities. More...
virtual void | Ogre::GLES2RenderSystem::markProfileEvent (const String &eventName)
| Marks an instantaneous event for graphics profilers. More...
| Ogre::GLES2RenderSystem::OGRE_MUTEX (mThreadInitMutex)
void | Ogre::GLES2RenderSystem::postExtraThreadsStarted ()
| Tell the rendersystem to perform any tasks it needs to directly after other threads which might access the rendering API are registered. More...
void | Ogre::GLES2RenderSystem::preExtraThreadsStarted ()
| Tell the rendersystem to perform any prep tasks it needs to directly before other threads which might access the rendering API are registered. More...
void | Ogre::GLES2RenderSystem::registerThread ()
| Register the an additional thread which may make calls to rendersystem-related objects. More...
void | Ogre::GLES2RenderSystem::setClipPlanesImpl (const Ogre::PlaneList &planeList)
| Internal method used to set the underlying clip planes when needed. More...
void | Ogre::GLES2RenderSystem::setConfigOption (const String &name, const String &value)
| Sets an option for this API. More...
void | Ogre::GLES2RenderSystem::setScissorTest (bool enabled, size_t left=0, size_t top=0, size_t right=800, size_t bottom=600)
| Sets the 'scissor region' i.e. More...
void | Ogre::GLES2RenderSystem::setStencilBufferParams (CompareFunction func=CMPF_ALWAYS_PASS, uint32 refValue=0, uint32 compareMask=0xFFFFFFFF, uint32 writeMask=0xFFFFFFFF, StencilOperation stencilFailOp=SOP_KEEP, StencilOperation depthFailOp=SOP_KEEP, StencilOperation passOp=SOP_KEEP, bool twoSidedOperation=false, bool readBackAsTexture=false)
| Determines if this system supports hardware accelerated stencil buffer. More...
void | Ogre::GLES2RenderSystem::setStencilCheckEnabled (bool enabled)
| Turns depth-stencil buffer checking on or off. More...
void | Ogre::GLES2RenderSystem::shutdown (void)
| Shutdown the renderer and cleanup resources. More...
void | Ogre::GLES2RenderSystem::unbindGpuProgram (GpuProgramType gptype)
| Unbinds GpuPrograms of a given GpuProgramType. More...
void | Ogre::GLES2RenderSystem::unregisterThread ()
| Unregister an additional thread which may make calls to rendersystem-related objects. More...
String | Ogre::GLES2RenderSystem::validateConfigOptions (void)
| Validates the options set for the rendering system, returning a message if there are problems. More...

## Friends
class | Ogre::GLES2RenderSystem::ShaderGeneratorTechniqueResolverListener

## Detailed Description

Implementation of GL ES 2.x as a rendering system.

## Function Documentation

## ◆ GLES2RenderSystem()

Ogre::GLES2RenderSystem::GLES2RenderSystem | ( |  | ) |

## ◆ ~GLES2RenderSystem()

virtual Ogre::GLES2RenderSystem::~GLES2RenderSystem | ( |  | ) |
| virtual

## ◆ getName()

const String& Ogre::GLES2RenderSystem::getName | ( | void |  | ) | const
| virtual

Returns the name of the rendering system.

Implements Ogre::RenderSystem.

## ◆ getConfigOptions()

ConfigOptionMap& Ogre::GLES2RenderSystem::getConfigOptions | ( | void |  | ) |
| virtual

Returns the details of this API's configuration options.

Remarks
  Each render system must be able to inform the world of what options must/can be specified for it's operation.

  These are passed as strings for portability, but grouped into a structure (_ConfigOption) which includes both options and current value.

  Note that the settings returned from this call are affected by the options that have been set so far, since some options are interdependent.

  This routine is called automatically by the default configuration dialogue produced by Root::showConfigDialog or may be used by the caller for custom settings dialogs

Returns
  A 'map' of options, i.e. a list of options which is also indexed by option name.

Implements Ogre::RenderSystem.

## ◆ setConfigOption()

void Ogre::GLES2RenderSystem::setConfigOption | ( | const String & | name,
|  | const String & | value
| ) |  |
| virtual

Sets an option for this API.

Remarks
  Used to confirm the settings (normally chosen by the user) in order to make the renderer able to initialise with the settings as required. This may be video mode, D3D driver, full screen / windowed etc. Called automatically by the default configuration dialog, and by the restoration of saved settings. These settings are stored and only activated when RenderSystem::initialise or RenderSystem::reinitialise are called.

  If using a custom configuration dialog, it is advised that the caller calls RenderSystem::getConfigOptions again, since some options can alter resulting from a selection.

Parameters

  name | The name of the option to alter.
  value | The value to set the option to.

Implements Ogre::RenderSystem.

## ◆ validateConfigOptions()

String Ogre::GLES2RenderSystem::validateConfigOptions | ( | void |  | ) |
| virtual

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

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

Implements Ogre::RenderSystem.

## ◆ _initialise()

RenderWindow* Ogre::GLES2RenderSystem::_initialise | ( | bool | autoCreateWindow,
|  | const String & | windowTitle = `"OGRE Render NativeWindowType"`
| ) |  |
| virtual

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

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

Parameters

  autoCreateWindow | If true, creates a render window automatically, based on settings chosen so far. This saves an extra call to _createRenderWindow for the main render window.
  windowTitle | Sets the app window title

Returns
  A pointer to the automatically created window, if requested, otherwise null.

Reimplemented from Ogre::RenderSystem.

## ◆ createRenderSystemCapabilities()

virtual RenderSystemCapabilities* Ogre::GLES2RenderSystem::createRenderSystemCapabilities | ( |  | ) | const
| virtual

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

Implements Ogre::RenderSystem.

## ◆ initialiseFromRenderSystemCapabilities()

void Ogre::GLES2RenderSystem::initialiseFromRenderSystemCapabilities | ( | RenderSystemCapabilities * | caps,
|  | RenderTarget * | primary
| ) |  |
| virtual

Initialize the render system from the capabilities.

Implements Ogre::RenderSystem.

## ◆ shutdown()

void Ogre::GLES2RenderSystem::shutdown | ( | void |  | ) |
| virtual

Shutdown the renderer and cleanup resources.

Reimplemented from Ogre::RenderSystem.

## ◆ _createRenderWindow()

RenderWindow* Ogre::GLES2RenderSystem::_createRenderWindow | ( | const String & | name,
|  | unsigned int | width,
|  | unsigned int | height,
|  | bool | fullScreen,
|  | const NameValuePairList * | miscParams = `0`
| ) |  |
| virtual

Creates a new rendering window.

Remarks
  This method creates a new rendering window as specified by the paramteters. The rendering system could be responible for only a single window (e.g. in the case of a game), or could be in charge of multiple ones (in the case of a level editor). The option to create the window as a child of another is therefore given. This method will create an appropriate subclass of RenderWindow depending on the API and platform implementation.

  After creation, this window can be retrieved using getRenderTarget().

Parameters

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

Implements Ogre::RenderSystem.

## ◆ _createDepthBufferFor()

DepthBuffer* Ogre::GLES2RenderSystem::_createDepthBufferFor | ( | RenderTarget * | renderTarget | ) |
| virtual

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

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

Implements Ogre::RenderSystem.

## ◆ _getDepthStencilFormatFor()

void Ogre::GLES2RenderSystem::_getDepthStencilFormatFor | ( | PixelFormat | internalColourFormat,
|  | GLenum * | depthFormat,
|  | GLenum * | stencilFormat
| ) |  |

Mimics D3D9RenderSystem::_getDepthStencilFormatFor, if no FBO RTT manager, outputs GL_NONE.

## ◆ createMultiRenderTarget()

virtual MultiRenderTarget* Ogre::GLES2RenderSystem::createMultiRenderTarget | ( | const String & | name | ) |
| virtual

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

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

Implements Ogre::RenderSystem.

## ◆ destroyRenderWindow()

void Ogre::GLES2RenderSystem::destroyRenderWindow | ( | const String & | name | ) |
| virtual

Destroys a render window.

Reimplemented from Ogre::RenderSystem.

## ◆ areFixedFunctionLightsInViewSpace()

bool Ogre::GLES2RenderSystem::areFixedFunctionLightsInViewSpace | ( |  | ) | const
| inline virtual

Are fixed-function lights provided in view space? Affects optimisation.

Reimplemented from Ogre::RenderSystem.

## ◆ _setTexture()

void Ogre::GLES2RenderSystem::_setTexture | ( | size_t | unit,
|  | bool | enabled,
|  | const TexturePtr & | texPtr
| ) |  |
| virtual

Sets the texture to bind to a given texture unit.

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

Parameters

  unit | The index of the texture unit to modify. Multitexturing hardware can support multiple units (see RenderSystemCapabilites::getNumTextureUnits)
  enabled | Boolean to turn the unit on/off
  texPtr | Pointer to the texture to use.

Implements Ogre::RenderSystem.

## ◆ _setTextureCoordSet()

void Ogre::GLES2RenderSystem::_setTextureCoordSet | ( | size_t | unit,
|  | size_t | index
| ) |  |
| virtual

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

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

Parameters

  unit | Texture unit as above
  index | The index of the texture coordinate set to use.

Implements Ogre::RenderSystem.

## ◆ _setTextureAddressingMode()

void Ogre::GLES2RenderSystem::_setTextureAddressingMode | ( | size_t | unit,
|  | const TextureUnitState::UVWAddressingMode & | uvw
| ) |  |
| virtual

Sets the texture addressing mode for a texture unit.

Implements Ogre::RenderSystem.

## ◆ _setTextureBorderColour()

void Ogre::GLES2RenderSystem::_setTextureBorderColour | ( | size_t | unit,
|  | const ColourValue & | colour
| ) |  |
| inline virtual

Sets the texture border colour for a texture unit.

Implements Ogre::RenderSystem.

## ◆ _setTextureMipmapBias()

void Ogre::GLES2RenderSystem::_setTextureMipmapBias | ( | size_t | unit,
|  | float | bias
| ) |  |
| inline virtual

Sets the mipmap bias value for a given texture unit.

Remarks
  This allows you to adjust the mipmap calculation up or down for a given texture unit. Negative values force a larger mipmap to be used, positive values force a smaller mipmap to be used. Units are in numbers of levels, so +1 forces the mipmaps to one smaller level.

Note
  Only does something if render system has capability RSC_MIPMAP_LOD_BIAS.

Implements Ogre::RenderSystem.

## ◆ _setViewport()

void Ogre::GLES2RenderSystem::_setViewport | ( | Viewport * | vp | ) |
| virtual

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

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

Parameters

  vp | Pointer to the appropriate viewport.

Implements Ogre::RenderSystem.

## ◆ _beginFrame()

void Ogre::GLES2RenderSystem::_beginFrame | ( | void |  | ) |
| virtual

Signifies the beginning of a frame, i.e.

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

Implements Ogre::RenderSystem.

## ◆ _endFrame()

void Ogre::GLES2RenderSystem::_endFrame | ( | void |  | ) |
| virtual

Ends rendering of a frame to the current viewport.

Implements Ogre::RenderSystem.

## ◆ _setCullingMode()

void Ogre::GLES2RenderSystem::_setCullingMode | ( | CullingMode | mode | ) |
| virtual

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

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

Implements Ogre::RenderSystem.

## ◆ _setDepthBufferParams()

void Ogre::GLES2RenderSystem::_setDepthBufferParams | ( | bool | depthTest = `true`,
|  | bool | depthWrite = `true`,
|  | CompareFunction | depthFunction = `CMPF_LESS_EQUAL`
| ) |  |
| virtual

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

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

Parameters

  depthTest | If true, the depth buffer is tested for each pixel and the frame buffer is only updated if the depth function test succeeds. If false, no test is performed and pixels are always written.
  depthWrite | If true, the depth buffer is updated with the depth of the new pixel if the depth test succeeds. If false, the depth buffer is left unchanged even if a new pixel is written.
  depthFunction | Sets the function required for the depth test.

Implements Ogre::RenderSystem.

## ◆ _setDepthBufferCheckEnabled()

void Ogre::GLES2RenderSystem::_setDepthBufferCheckEnabled | ( | bool | enabled = `true` | ) |
| virtual

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

Parameters

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

Implements Ogre::RenderSystem.

## ◆ _setDepthBufferWriteEnabled()

void Ogre::GLES2RenderSystem::_setDepthBufferWriteEnabled | ( | bool | enabled = `true` | ) |
| virtual

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

Parameters

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

Implements Ogre::RenderSystem.

## ◆ _setDepthBufferFunction()

void Ogre::GLES2RenderSystem::_setDepthBufferFunction | ( | CompareFunction | func = `CMPF_LESS_EQUAL` | ) |
| virtual

Sets the comparison function for the depth buffer check.

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

Parameters

  func | The comparison between the new depth and the existing depth which must return true for the new pixel to be written.

Implements Ogre::RenderSystem.

## ◆ _setDepthBias()

void Ogre::GLES2RenderSystem::_setDepthBias | ( | float | constantBias,
|  | float | slopeScaleBias
| ) |  |
| virtual

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

Remarks
  When polygons are coplanar, you can get problems with 'depth fighting' where the pixels from the two polys compete for the same screen pixel. This is particularly a problem for decals (polys attached to another surface to represent details such as bulletholes etc.).

  A way to combat this problem is to use a depth bias to adjust the depth buffer value used for the decal such that it is slightly higher than the true value, ensuring that the decal appears on top.

Note
  The final bias value is a combination of a constant bias and a bias proportional to the maximum depth slope of the polygon being rendered. The final bias is constantBias + slopeScaleBias * maxslope. Slope scale biasing is generally preferable but is not available on older hardware.

Parameters

  constantBias | The constant bias value, expressed as a value in homogeneous depth coordinates.
  slopeScaleBias | The bias value which is factored by the maximum slope of the polygon, see the description above. This is not supported by all cards.

Implements Ogre::RenderSystem.

## ◆ _setColourBufferWriteEnabled()

void Ogre::GLES2RenderSystem::_setColourBufferWriteEnabled | ( | bool | red,
|  | bool | green,
|  | bool | blue,
|  | bool | alpha
| ) |  |
| virtual

Sets whether or not colour buffer writing is enabled, and for which channels.

Remarks
  For some advanced effects, you may wish to turn off the writing of certain colour channels, or even all of the colour channels so that only the depth buffer is updated in a rendering pass. However, the chances are that you really want to use this option through the Material class.

Parameters

  red,green,blue,alpha | Whether writing is enabled for each of the 4 colour channels.

Implements Ogre::RenderSystem.

## ◆ _setPolygonMode()

void Ogre::GLES2RenderSystem::_setPolygonMode | ( | PolygonMode | level | ) |
| virtual

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

Implements Ogre::RenderSystem.

## ◆ setStencilCheckEnabled()

void Ogre::GLES2RenderSystem::setStencilCheckEnabled | ( | bool | enabled | ) |
| virtual

Turns depth-stencil buffer checking on or off.

Remarks
  An inactive depth-stencil buffer can be read by a shader as a texture. An application that reads a depth-stencil buffer as a texture renders in two passes, the first pass writes to the depth-stencil buffer and the second pass reads from the buffer. This allows a shader to compare depth or stencil values previously written to the buffer against the value for the pixel currrently being rendered. The result of the comparison can be used to create effects such as shadow mapping or soft particles in a particle system. Turns stencil buffer checking on or off.
  Stencilling (masking off areas of the rendering target based on the stencil buffer) can be turned on or off using this method. By default, stencilling is disabled.

Implements Ogre::RenderSystem.

## ◆ setStencilBufferParams()

void Ogre::GLES2RenderSystem::setStencilBufferParams | ( | CompareFunction | func = `CMPF_ALWAYS_PASS`,
|  | uint32 | refValue = `0`,
|  | uint32 | compareMask = `0xFFFFFFFF`,
|  | uint32 | writeMask = `0xFFFFFFFF`,
|  | StencilOperation | stencilFailOp = `SOP_KEEP`,
|  | StencilOperation | depthFailOp = `SOP_KEEP`,
|  | StencilOperation | passOp = `SOP_KEEP`,
|  | bool | twoSidedOperation = `false`,
|  | bool | readBackAsTexture = `false`
| ) |  |
| virtual

Determines if this system supports hardware accelerated stencil buffer.

Remarks
  Note that the lack of this function doesn't mean you can't do stencilling, but the stencilling operations will be provided in software, which will NOT be fast.

  Generally hardware stencils are only supported in 32-bit colour modes, because the stencil buffer shares the memory of the z-buffer, and in most cards the z-buffer has to be the same depth as the colour buffer. This means that in 32-bit mode, 24 bits of the z-buffer are depth and 8 bits are stencil. In 16-bit mode there is no room for a stencil (although some cards support a 15:1 depth:stencil option, this isn't useful for very much) so 8 bits of stencil are provided in software. This can mean that if you use stencilling, your applications may be faster in 32-but colour than in 16-bit, which may seem odd to some people. This method allows you to set all the stencil buffer parameters in one call.

Remarks
  The stencil buffer is used to mask out pixels in the render target, allowing you to do effects like mirrors, cut-outs, stencil shadows and more. Each of your batches of rendering is likely to ignore the stencil buffer, update it with new values, or apply it to mask the output of the render. The stencil test is:

      (Reference Value & Mask) CompareFunction (Stencil Buffer Value & Mask)

  The result of this will cause one of 3 actions depending on whether the test fails, succeeds but with the depth buffer check still failing, or succeeds with the depth buffer check passing too.

  Unlike other render states, stencilling is left for the application to turn on and off when it requires. This is because you are likely to want to change parameters between batches of arbitrary objects and control the ordering yourself. In order to batch things this way, you'll want to use OGRE's separate render queue groups (see RenderQueue) and register a RenderQueueListener to get notifications between batches.

  There are individual state change methods for each of the parameters set using this method. Note that the default values in this method represent the defaults at system start up too.

Parameters

  func | The comparison function applied.
  refValue | The reference value used in the comparison
  compareMask | The bitmask applied to both the stencil value and the reference value before comparison
  writeMask | The bitmask the controls which bits from refValue will be written to stencil buffer (valid for operations such as SOP_REPLACE). the stencil
  stencilFailOp | The action to perform when the stencil check fails
  depthFailOp | The action to perform when the stencil check passes, but the depth buffer check still fails
  passOp | The action to take when both the stencil and depth check pass.
  twoSidedOperation | If set to true, then if you render both back and front faces (you'll have to turn off culling) then these parameters will apply for front faces, and the inverse of them will happen for back faces (keep remains the same).
  readBackAsTexture | D3D11 specific

Implements Ogre::RenderSystem.

## ◆ _setTextureUnitCompareFunction()

void Ogre::GLES2RenderSystem::_setTextureUnitCompareFunction | ( | size_t | unit,
|  | CompareFunction | function
| ) |  |
| virtual

Sets the compare function to use for a given texture unit.

Parameters

  unit | The texture unit to set the filtering options for
  function | The comparison function

Implements Ogre::RenderSystem.

## ◆ _setTextureUnitCompareEnabled()

void Ogre::GLES2RenderSystem::_setTextureUnitCompareEnabled | ( | size_t | unit,
|  | bool | compare
| ) |  |
| virtual

Sets whether the compare func is enabled or not for this texture unit.

Parameters

  unit | The texture unit to set the filtering options for
  compare | The state (enabled/disabled)

Implements Ogre::RenderSystem.

## ◆ _setTextureUnitFiltering() [1/2]

virtual void Ogre::GLES2RenderSystem::_setTextureUnitFiltering | ( | size_t | unit,
|  | FilterOptions | minFilter,
|  | FilterOptions | magFilter,
|  | FilterOptions | mipFilter
| ) |  |
| virtual

This is an overloaded member function, provided for convenience. It differs from the above function only in what argument(s) it accepts.

Parameters

  unit | The texture unit to set the filtering options for
  minFilter | The filter used when a texture is reduced in size
  magFilter | The filter used when a texture is magnified
  mipFilter | The filter used between mipmap levels, FO_NONE disables mipmapping

Reimplemented from Ogre::RenderSystem.

## ◆ _setTextureUnitFiltering() [2/2]

void Ogre::GLES2RenderSystem::_setTextureUnitFiltering | ( | size_t | unit,
|  | FilterType | ftype,
|  | FilterOptions | filter
| ) |  |
| virtual

Sets a single filter for a given texture unit.

Parameters

  unit | The texture unit to set the filtering options for
  ftype | The filter type
  filter | The filter to be used

Implements Ogre::RenderSystem.

## ◆ _setTextureLayerAnisotropy()

void Ogre::GLES2RenderSystem::_setTextureLayerAnisotropy | ( | size_t | unit,
|  | unsigned int | maxAnisotropy
| ) |  |
| virtual

Sets the maximal anisotropy for the specified texture unit.

Implements Ogre::RenderSystem.

## ◆ hasAnisotropicMipMapFilter()

virtual bool Ogre::GLES2RenderSystem::hasAnisotropicMipMapFilter | ( |  | ) | const
| inline virtual

Determines if the system has anisotropic mip map filter support.

Implements Ogre::RenderSystem.

## ◆ _render()

void Ogre::GLES2RenderSystem::_render | ( | const RenderOperation & | op | ) |
| virtual

Render something to the active viewport.

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

Parameters

  op | A rendering operation instance, which contains details of the operation to be performed.

Reimplemented from Ogre::RenderSystem.

## ◆ setScissorTest()

void Ogre::GLES2RenderSystem::setScissorTest | ( | bool | enabled,
|  | size_t | left = `0`,
|  | size_t | top = `0`,
|  | size_t | right = `800`,
|  | size_t | bottom = `600`
| ) |  |
| virtual

Sets the 'scissor region' i.e.

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

Remarks
  This method allows you to 'mask off' rendering in all but a given rectangular area as identified by the parameters to this method.

Note
  Not all systems support this method. Check the RenderSystemCapabilities for the RSC_SCISSOR_TEST capability to see if it is supported.

Parameters

  enabled | True to enable the scissor test, false to disable it.
  left,top,right,bottom | The location of the corners of the rectangle, expressed in pixels.

Implements Ogre::RenderSystem.

## ◆ clearFrameBuffer()

void Ogre::GLES2RenderSystem::clearFrameBuffer | ( | unsigned int | buffers,
|  | const ColourValue & | colour = `ColourValue::Black`,
|  | Real | depth = `1.0f`,
|  | unsigned short | stencil = `0`
| ) |  |
| virtual

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

Parameters

  buffers | Combination of one or more elements of FrameBufferType denoting which buffers are to be cleared
  colour | The colour to clear the colour buffer with, if enabled
  depth | The value to initialise the depth buffer with, if enabled
  stencil | The value to initialise the stencil buffer with, if enabled.

Implements Ogre::RenderSystem.

## ◆ createHardwareOcclusionQuery()

HardwareOcclusionQuery* Ogre::GLES2RenderSystem::createHardwareOcclusionQuery | ( | void |  | ) |
| virtual

Create an object for performing hardware occlusion queries.

Implements Ogre::RenderSystem.

## ◆ OGRE_MUTEX()

Ogre::GLES2RenderSystem::OGRE_MUTEX | ( | mThreadInitMutex |  | ) |

## ◆ registerThread()

void Ogre::GLES2RenderSystem::registerThread | ( |  | ) |
| virtual

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

Remarks
  This method should only be called by additional threads during their initialisation. If they intend to use hardware rendering system resources they should call this method before doing anything related to the render system. Some rendering APIs require a per-thread setup and this method will sort that out. It is also necessary to call unregisterThread before the thread shuts down.

Note
  This method takes no parameters - it must be called from the thread being registered and that context is enough.

Implements Ogre::RenderSystem.

## ◆ unregisterThread()

void Ogre::GLES2RenderSystem::unregisterThread | ( |  | ) |
| virtual

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

See also
  RenderSystem::registerThread

Implements Ogre::RenderSystem.

## ◆ preExtraThreadsStarted()

void Ogre::GLES2RenderSystem::preExtraThreadsStarted | ( |  | ) |
| virtual

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

Remarks
  Call this from your main thread before starting your other threads.

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

Implements Ogre::RenderSystem.

## ◆ postExtraThreadsStarted()

void Ogre::GLES2RenderSystem::postExtraThreadsStarted | ( |  | ) |
| virtual

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

See also
  RenderSystem::preExtraThreadsStarted

Implements Ogre::RenderSystem.

## ◆ setClipPlanesImpl()

void Ogre::GLES2RenderSystem::setClipPlanesImpl | ( | const Ogre::PlaneList & | clipPlanes | ) |
| inline virtual

Internal method used to set the underlying clip planes when needed.

Implements Ogre::RenderSystem.

## ◆ getGLSupportRef()

GLES2Support* Ogre::GLES2RenderSystem::getGLSupportRef | ( |  | ) |
| inline

## ◆ hasMinGLVersion()

bool Ogre::GLES2RenderSystem::hasMinGLVersion | ( | int | major,
|  | int | minor
| ) |  | const

## ◆ checkExtension()

bool Ogre::GLES2RenderSystem::checkExtension | ( | const String & | ext | ) | const

## ◆ _getStateCacheManager()

GLES2StateCacheManager* Ogre::GLES2RenderSystem::_getStateCacheManager | ( |  | ) |
| inline

## ◆ _createVao()

uint32 Ogre::GLES2RenderSystem::_createVao | ( |  | ) |
| virtual

Create VAO on current context.

Reimplemented from Ogre::GLRenderSystemCommon.

## ◆ _bindVao()

void Ogre::GLES2RenderSystem::_bindVao | ( | GLContext * | context,
|  | uint32 | vao
| ) |  |
| virtual

Bind VAO, context should be equal to current context, as VAOs are not shared.

Reimplemented from Ogre::GLRenderSystemCommon.

## ◆ _destroyVao()

void Ogre::GLES2RenderSystem::_destroyVao | ( | GLContext * | context,
|  | uint32 | vao
| ) |  |
| virtual

Destroy VAO immediately or defer if it was created on other context.

Reimplemented from Ogre::GLRenderSystemCommon.

## ◆ _destroyFbo()

void Ogre::GLES2RenderSystem::_destroyFbo | ( | GLContext * | context,
|  | uint32 | fbo
| ) |  |
| virtual

Destroy FBO immediately or defer if it was created on other context.

Reimplemented from Ogre::GLRenderSystemCommon.

## ◆ _unregisterContext()

void Ogre::GLES2RenderSystem::_unregisterContext | ( | GLContext * | context | ) |
| virtual

Unregister a render target->context mapping.

If the context of target is the current context, change the context to the main context so it can be destroyed safely.

Note
  This is automatically called by the destructor of GLContext.

Implements Ogre::GLRenderSystemCommon.

## ◆ _switchContext()

void Ogre::GLES2RenderSystem::_switchContext | ( | GLContext * | context | ) |

Switch GL context, dealing with involved internal cached states too.

## ◆ _oneTimeContextInitialization()

void Ogre::GLES2RenderSystem::_oneTimeContextInitialization | ( |  | ) |

One time initialization for the RenderState of a context.

Things that only need to be set once, like the LightingModel can be defined here.

## ◆ initialiseContext()

void Ogre::GLES2RenderSystem::initialiseContext | ( | RenderWindow * | primary | ) |

## ◆ _setRenderTarget()

void Ogre::GLES2RenderSystem::_setRenderTarget | ( | RenderTarget * | target | ) |
| virtual

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

Implements Ogre::RenderSystem.

## ◆ convertCompareFunction()

GLint Ogre::GLES2RenderSystem::convertCompareFunction | ( | CompareFunction | func | ) | const

## ◆ convertStencilOp()

GLint Ogre::GLES2RenderSystem::convertStencilOp | ( | StencilOperation | op,
|  | bool | invert = `false`
| ) |  | const

## ◆ bindGpuProgram()

void Ogre::GLES2RenderSystem::bindGpuProgram | ( | GpuProgram * | prg | ) |
| virtual

Binds a given GpuProgram (but not the parameters).

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

Reimplemented from Ogre::RenderSystem.

## ◆ unbindGpuProgram()

void Ogre::GLES2RenderSystem::unbindGpuProgram | ( | GpuProgramType | gptype | ) |
| virtual

Unbinds GpuPrograms of a given GpuProgramType.

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

Reimplemented from Ogre::RenderSystem.

## ◆ bindGpuProgramParameters()

void Ogre::GLES2RenderSystem::bindGpuProgramParameters | ( | GpuProgramType | gptype,
|  | GpuProgramParametersSharedPtr | params,
|  | uint16 | variabilityMask
| ) |  |
| virtual

Bind Gpu program parameters.

Parameters

  gptype | The type of program to bind the parameters to
  params | The parameters to bind
  variabilityMask | A mask of GpuParamVariability identifying which params need binding

Implements Ogre::RenderSystem.

## ◆ bindGpuProgramPassIterationParameters()

void Ogre::GLES2RenderSystem::bindGpuProgramPassIterationParameters | ( | GpuProgramType | gptype | ) |
| virtual

Only binds Gpu program parameters used for passes that have more than one iteration rendering.

Implements Ogre::RenderSystem.

## ◆ _setSceneBlending()

void Ogre::GLES2RenderSystem::_setSceneBlending | ( | SceneBlendFactor | sourceFactor,
|  | SceneBlendFactor | destFactor,
|  | SceneBlendOperation | op
| ) |  |
| virtual

Sets the global blending factors for combining subsequent renders with the existing frame contents.

The result of the blending operation is:

final = (texture * sourceFactor) + (pixel * destFactor)

Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type. By changing the operation you can change addition between the source and destination pixels to a different operator.

Parameters

  sourceFactor | The source factor in the above calculation, i.e. multiplied by the texture colour components.
  destFactor | The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
  op | The blend operation mode for combining pixels

Implements Ogre::RenderSystem.

## ◆ _setSeparateSceneBlending()

void Ogre::GLES2RenderSystem::_setSeparateSceneBlending | ( | SceneBlendFactor | sourceFactor,
|  | SceneBlendFactor | destFactor,
|  | SceneBlendFactor | sourceFactorAlpha,
|  | SceneBlendFactor | destFactorAlpha,
|  | SceneBlendOperation | op,
|  | SceneBlendOperation | alphaOp
| ) |  |
| virtual

Sets the global blending factors for combining subsequent renders with the existing frame contents.

The result of the blending operation is:

final = (texture * sourceFactor) + (pixel * destFactor)

Each of the factors is specified as one of a number of options, as specified in the SceneBlendFactor enumerated type.

Parameters

  sourceFactor | The source factor in the above calculation, i.e. multiplied by the texture colour components.
  destFactor | The destination factor in the above calculation, i.e. multiplied by the pixel colour components.
  sourceFactorAlpha | The source factor in the above calculation for the alpha channel, i.e. multiplied by the texture alpha components.
  destFactorAlpha | The destination factor in the above calculation for the alpha channel, i.e. multiplied by the pixel alpha components.
  op | The blend operation mode for combining pixels
  alphaOp | The blend operation mode for combining pixel alpha values

Implements Ogre::RenderSystem.

## ◆ _setAlphaRejectSettings()

void Ogre::GLES2RenderSystem::_setAlphaRejectSettings | ( | CompareFunction | func,
|  | unsigned char | value,
|  | bool | alphaToCoverage
| ) |  |
| virtual

Sets the global alpha rejection approach for future renders.

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

Parameters

  func | The comparison function which must pass for a pixel to be written.
  value | The value to compare each pixels alpha value to (0-255)
  alphaToCoverage | Whether to enable alpha to coverage, if supported

Implements Ogre::RenderSystem.

## ◆ getDisplayMonitorCount()

unsigned int Ogre::GLES2RenderSystem::getDisplayMonitorCount | ( |  | ) | const
| virtual

Gets the number of display monitors.

See also
  Root::getDisplayMonitorCount

Implements Ogre::RenderSystem.

## ◆ _setSceneBlendingOperation()

void Ogre::GLES2RenderSystem::_setSceneBlendingOperation | ( | SceneBlendOperation | op | ) |

## ◆ _setSeparateSceneBlendingOperation()

void Ogre::GLES2RenderSystem::_setSeparateSceneBlendingOperation | ( | SceneBlendOperation | op,
|  | SceneBlendOperation | alphaOp
| ) |  |

## ◆ _destroyDepthBuffer()

void Ogre::GLES2RenderSystem::_destroyDepthBuffer | ( | RenderTarget * | pRenderWnd | ) |

## ◆ beginProfileEvent()

virtual void Ogre::GLES2RenderSystem::beginProfileEvent | ( | const String & | eventName | ) |
| virtual

This marks the beginning of an event for GPU profiling.

Implements Ogre::RenderSystem.

## ◆ endProfileEvent()

virtual void Ogre::GLES2RenderSystem::endProfileEvent | ( | void |  | ) |
| virtual

Ends the currently active GPU profiling event.

Implements Ogre::RenderSystem.

## ◆ markProfileEvent()

virtual void Ogre::GLES2RenderSystem::markProfileEvent | ( | const String & | eventName | ) |
| virtual

Marks an instantaneous event for graphics profilers.

This is equivalent to calling

See also
  beginProfileEvent and
  endProfileEvent back to back.

Implements Ogre::RenderSystem.

## ◆ _copyContentsToMemory()

void Ogre::GLES2RenderSystem::_copyContentsToMemory | ( | Viewport * | vp,
|  | const Box & | src,
|  | const PixelBox & | dst,
|  | RenderWindow::FrameBuffer | buffer
| ) |  |
| virtual

Copies the current contents of the render target to a pixelbox.

Remarks
  See suggestPixelFormat for a tip as to the best pixel format to extract into, although you can use whatever format you like and the results will be converted.

Implements Ogre::GLRenderSystemCommon.

## Friends

## ◆ ShaderGeneratorTechniqueResolverListener

friend class ShaderGeneratorTechniqueResolverListener
| friend