Render related abstractions (Shader, Framebuffer, Cubemaps, Textures)
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template<typename T > |
int32_t | getComponentSize () noexcept |
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constexpr int32_t | getComponentSize< float > () noexcept |
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template<> |
constexpr int32_t | getComponentSize< glm::vec2 > () noexcept |
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constexpr int32_t | getComponentSize< glm::vec3 > () noexcept |
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template<> |
constexpr int32_t | getComponentSize< glm::vec4 > () noexcept |
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constexpr int32_t | getComponentSize< glm::ivec4 > () noexcept |
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Render related abstractions (Shader, Framebuffer, Cubemaps, Textures)
◆ GeometryPass
Vertex rendering passes.
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SOLID | In this pass, the shader will be used to draw a standard non deformable solid mesh
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SKINNED | In this pass, the shader will be used a draw a skinned mesh
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◆ MeshUsage
Specify how the mesh data will be used.
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STREAM | The data store contents will be modified once and used at most a few times.
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STATIC | The data store contents will be modified once and used many times.
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DYNAMIC | The data store contents will be modified repeatedly and used many times.
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◆ RenderingPass
Pipeline rendering passes.
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DEPTH | In this pass, the shader is assumed to output only cutoff opacity
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FORWARD | In this pass, the shader is assumed to output color data
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DEFERRED | In this pass, the shader is assumed to fill the GBuffer
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◆ getComponentSize()
template<typename T >
int32_t oe::render::getComponentSize |
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Return the number of components in T
Example a vec3 have 3 elements