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enum | castor3d::TextureSpace : uint16_t {
castor3d::TextureSpace::eNormalised = 0x0001 << 0,
castor3d::TextureSpace::eYInverted = 0x0001 << 1,
castor3d::TextureSpace::eColour = 0x0001 << 2,
castor3d::TextureSpace::eDepth = 0x0001 << 3,
castor3d::TextureSpace::eTangentSpace = 0x0001 << 4,
castor3d::TextureSpace::eObjectSpace = 0x0001 << 5,
castor3d::TextureSpace::eWorldSpace = 0x0001 << 6,
castor3d::TextureSpace::eViewSpace = 0x0001 << 7,
castor3d::TextureSpace::eClipSpace = 0x0001 << 8,
castor3d::TextureSpace::eStencil = 0x0001 << 9
} |
| Liste les espaces possibles pour une texture. Plus de détails...
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enum | castor3d::CubeMapFace : uint8_t {
castor3d::CubeMapFace::ePositiveX,
castor3d::CubeMapFace::eNegativeX,
castor3d::CubeMapFace::ePositiveY,
castor3d::CubeMapFace::eNegativeY,
castor3d::CubeMapFace::ePositiveZ,
castor3d::CubeMapFace::eNegativeZ,
castor3d::CubeMapFace::eCount,
castor3d::CubeMapFace::eMin = ePositiveX,
castor3d::CubeMapFace::eMax =eCount-1
} |
| Les faces d'une cube map. Plus de détails...
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using | castor3d::TextureSpaces = castor::FlagCombination< TextureSpace > |
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using | castor3d::OnTextureUnitChangedFunction = std::function< void(TextureUnit const &) > |
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using | castor3d::OnTextureUnitChanged = castor::Signal< OnTextureUnitChangedFunction > |
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using | castor3d::OnTextureUnitChangedConnection = OnTextureUnitChanged::connection |
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C3D_API castor::String | castor3d::getName (TextureSpace value) |
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C3D_API castor::String | castor3d::getName (TextureSpaces value) |
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C3D_API castor::String | castor3d::getName (CubeMapFace value) |
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| castor3d::CU_DeclareSmartPtr (Sampler) |
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| castor3d::CU_DeclareSmartPtr (TextureLayout) |
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| castor3d::CU_DeclareSmartPtr (TextureSource) |
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| castor3d::CU_DeclareSmartPtr (TextureUnit) |
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| castor3d::CU_DeclareSmartPtr (TextureView) |
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| castor3d::CU_DeclareVector (TextureUnit, TextureUnit) |
| TextureUnit array. Plus de détails...
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| castor3d::CU_DeclareVector (TextureUnitSPtr, TextureUnitPtr) |
| TextureUnit pointer array. Plus de détails...
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| castor3d::CU_DeclareVector (std::reference_wrapper< TextureUnit >, DepthMap) |
| TextureUnit reference array. Plus de détails...
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std::ostream & | castor3d::operator<< (std::ostream &stream, TextureLayout const &layout) |
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