#include <PipelineFlags.hpp>
◆ PipelineHiHashDetails()
◆ alphaFunc
VkCompareOp castor3d::PipelineHiHashDetails::alphaFunc |
◆ components
◆ isStatic
bool castor3d::PipelineHiHashDetails::isStatic |
◆ lightingModelId
◆ m_programFlags
ProgramFlags castor3d::PipelineHiHashDetails::m_programFlags |
◆ m_shaderFlags
ShaderFlags castor3d::PipelineHiHashDetails::m_shaderFlags |
Référencé par castor3d::PipelineFlags::forceTexCoords(), castor3d::PipelineFlags::usesColour(), castor3d::PipelineFlags::usesGeometry(), castor3d::PipelineFlags::usesOpacity(), castor3d::PipelineFlags::usesTessellation(), castor3d::PipelineFlags::usesViewSpace(), castor3d::PipelineFlags::usesWorldSpace(), castor3d::PipelineFlags::writeDepth(), castor3d::PipelineFlags::writeEnvironmentMap(), castor3d::PipelineFlags::writePicking(), castor3d::PipelineFlags::writeShadowMap(), castor3d::PipelineFlags::writeShadowRSM(), castor3d::PipelineFlags::writeShadowVSM(), castor3d::PipelineFlags::writeVelocity(), et castor3d::PipelineFlags::writeVisibility().
◆ m_submeshFlags
SubmeshFlags castor3d::PipelineHiHashDetails::m_submeshFlags |
◆ passLayerIndex
uint32_t castor3d::PipelineHiHashDetails::passLayerIndex |
◆ textures
La documentation de cette structure a été générée à partir du fichier suivant :