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enum | castor3d::FrustumCorner {
castor3d::FrustumCorner::eFarLeftBottom,
castor3d::FrustumCorner::eFarLeftTop,
castor3d::FrustumCorner::eFarRightTop,
castor3d::FrustumCorner::eFarRightBottom,
castor3d::FrustumCorner::eNearLeftBottom,
castor3d::FrustumCorner::eNearLeftTop,
castor3d::FrustumCorner::eNearRightTop,
castor3d::FrustumCorner::eNearRightBottom,
castor3d::FrustumCorner::eCount,
castor3d::FrustumCorner::eMin = eFarLeftBottom,
castor3d::FrustumCorner::eMax =eCount-1
} |
| Enumération des coins d'un frustum. Plus de détails...
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enum | castor3d::FrustumPlane {
castor3d::FrustumPlane::eNear,
castor3d::FrustumPlane::eFar,
castor3d::FrustumPlane::eLeft,
castor3d::FrustumPlane::eRight,
castor3d::FrustumPlane::eTop,
castor3d::FrustumPlane::eBottom,
castor3d::FrustumPlane::eCount,
castor3d::FrustumPlane::eMin = eNear,
castor3d::FrustumPlane::eMax =eCount-1
} |
| Enumération des plans d'un frustum. Plus de détails...
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enum | castor3d::PickNodeType : uint8_t {
castor3d::PickNodeType::eNone,
castor3d::PickNodeType::eStatic,
castor3d::PickNodeType::eInstantiatedStatic,
castor3d::PickNodeType::eSkinning,
castor3d::PickNodeType::eInstantiatedSkinning,
castor3d::PickNodeType::eMorphing,
castor3d::PickNodeType::eBillboard
} |
| Les types de noeud de picking. Plus de détails...
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enum | castor3d::TargetType : uint8_t {
castor3d::TargetType::eWindow,
castor3d::TargetType::eTexture,
castor3d::TargetType::eCount,
castor3d::TargetType::eMin = eWindow,
castor3d::TargetType::eMax =eCount-1
} |
| Types de RenderTarget supportés. Plus de détails...
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enum | castor3d::ViewportType : uint8_t {
castor3d::ViewportType::eOrtho,
castor3d::ViewportType::ePerspective,
castor3d::ViewportType::eFrustum,
castor3d::ViewportType::eCount,
castor3d::ViewportType::eMin = eOrtho,
castor3d::ViewportType::eMax =eCount-1
} |
| Enumération des types de projection de viewport. Plus de détails...
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enum | castor3d::RenderMode : uint8_t {
castor3d::RenderMode::eOpaqueOnly,
castor3d::RenderMode::eTransparentOnly,
castor3d::RenderMode::eBoth,
castor3d::RenderMode::eCount,
castor3d::RenderMode::eMin = eOpaqueOnly,
castor3d::RenderMode::eMax =eCount-1
} |
| Les modes de rendu des passes, par rapport à la transparence. Plus de détails...
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using | castor3d::RenderQueueArray = std::vector< std::reference_wrapper< RenderQueue > > |
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castor::String const | castor3d::RenderTypeUndefined = cuT( "Undefined" ) |
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C3D_API castor::String | castor3d::getName (FrustumCorner value) |
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C3D_API castor::String | castor3d::getName (FrustumPlane value) |
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C3D_API castor::String | castor3d::getName (PickNodeType value) |
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C3D_API castor::String | castor3d::getName (TargetType value) |
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C3D_API castor::String | castor3d::getName (ViewportType value) |
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C3D_API castor::String | castor3d::getName (RenderMode value) |
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C3D_API bool | castor3d::isValidNodeForPass (PassFlags const &passFlags, RenderMode value) |
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C3D_API TextureFlagsArray::const_iterator | castor3d::checkFlags (TextureFlagsArray const &flags, TextureFlag flag) |
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C3D_API TextureFlags | castor3d::merge (TextureFlagsArray const &flags) |
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C3D_API bool | castor3d::operator< (PipelineFlags const &lhs, PipelineFlags const &rhs) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, PickingPass, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderDevice, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderLoop, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderPassTimer, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderPipeline, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderSystem, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderTarget, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, RenderWindow, C3D_API) |
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| castor3d::CU_DeclareCUSmartPtr (castor3d, Viewport, C3D_API) |
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| castor3d::CU_DeclareVector (RenderWindowSPtr, RenderWindowPtr) |
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| castor3d::CU_DeclareVector (IntermediateView, IntermediateView) |
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| castor3d::CU_DeclareMap (uint32_t, RenderWindowSPtr, RenderWindow) |
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| castor3d::CU_DeclareMap (castor::String, RenderWindowSPtr, RenderWindowPtrStr) |
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