|  | 
|  | Renderer () | 
|  | Constructor. Prepare the renderer. 
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|  | 
|  | ~Renderer () | 
|  | Destructor. 
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|  | 
| void | setFontBlankData (const render::Texture *texture, const glm::vec2 &uv) | 
|  | Set uv coordinates and texture containing an opaque white pixel. 
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|  | 
| void | render (const Manager &manager) | 
|  | Draw the UI using a manager. 
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|  | 
| void | render (nk_context *ctx, const glm::uvec2 &dimensions) | 
|  | Draw the UI using nuklear context and dimensions. 
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|  | 
|  | 
| std::unique_ptr< nk_convert_config > | _nk_config | 
|  | 
| std::unique_ptr< nk_buffer > | _cmd_buffer | 
|  | 
| std::unique_ptr< oe::render::DynamicMesh > | _mesh | 
|  | 
◆ Renderer()
  
  | 
        
          | oe::gui::Renderer::Renderer | ( |  | ) |  |  | explicit | 
 
Constructor. Prepare the renderer. 
- Parameters
- 
  
  
 
 
◆ setFontBlankData()
      
        
          | void oe::gui::Renderer::setFontBlankData | ( | const render::Texture * | texture, | 
        
          |  |  | const glm::vec2 & | uv | 
        
          |  | ) |  |  | 
      
 
Set uv coordinates and texture containing an opaque white pixel. 
Used to draw anything that is not a text
- Note
- It is suggested to have the white pixel somewhere inside your main "font" texture
- Parameters
- 
  
    | texture | Texture containing a white pixel |  | uv | Texture coordinates of the white pixel |  
 
 
 
◆ shader
Shader used for rendering the GUI. 
We send the some inputs to the shader To be compatible, your shaders must (at least) use those same inputs
Vertex layout: 
layout (location = 0) in vec2 aPosition;
 
layout (location = 1) in vec2 aTexCoords;
 
layout (location = 2) in vec4 aColor;
 Uniforms: 
uniform mat4 uProjection;
 
uniform sampler2D uTexture;
  
 
 
The documentation for this class was generated from the following file: