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| struct | Ogre::CompositorNamedBuffer |
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| class | Ogre::CompositorNode |
| | Compositor nodes are the core subject of compositing. More...
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| class | Ogre::CompositorNodeDef |
| | Compositor nodes are the core subject of compositing. More...
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| class | Ogre::CompositorPass |
| | Abstract class for compositor passes. More...
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| class | Ogre::CompositorPassClear |
| | Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
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| class | Ogre::CompositorPassClearDef |
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| class | Ogre::CompositorPassCompute |
| | Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
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| class | Ogre::CompositorPassComputeDef |
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| class | Ogre::CompositorPassDef |
| | Interface to abstract all types of pass definitions (see CompositorPassType): More...
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| class | Ogre::CompositorPassDepthCopy |
| | Implementation of CompositorPass This implementation will copy one DepthBuffer to another DepthBuffer from two RTs. More...
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| class | Ogre::CompositorPassDepthCopyDef |
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| class | Ogre::CompositorPassIblSpecular |
| | Implementation of CompositorPass This implementation will generate IblSpeculars for the specified texture. More...
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| class | Ogre::CompositorPassIblSpecularDef |
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| class | Ogre::CompositorPassMipmap |
| | Implementation of CompositorPass This implementation will generate mipmaps for the specified texture. More...
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| class | Ogre::CompositorPassMipmapDef |
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| class | Ogre::CompositorPassQuad |
| | Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
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| class | Ogre::CompositorPassQuadDef |
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| class | Ogre::CompositorPassScene |
| | Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
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| class | Ogre::CompositorPassSceneDef |
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| class | Ogre::CompositorPassShadows |
| | CompositorPassShadows This class enables force-updating multiple shadow nodes in batch in its own pass. More...
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| class | Ogre::CompositorPassShadowsDef |
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| class | Ogre::CompositorPassStencil |
| | Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
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| class | Ogre::CompositorPassStencilDef |
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| class | Ogre::CompositorPassTargetBarrier |
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| class | Ogre::CompositorPassTargetBarrierDef |
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| class | Ogre::CompositorPassUav |
| | Implementation of CompositorPass This implementation will set UAVs. More...
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| class | Ogre::CompositorPassUavDef |
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| class | Ogre::CompositorPassWarmUp |
| | Implementation of CompositorPass. More...
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| class | Ogre::CompositorPassWarmUpDef |
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| class | Ogre::CompositorShadowNode |
| | Shadow Nodes are special nodes (not to be confused with CompositorNode) that are only used for rendering shadow maps. More...
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| class | Ogre::CompositorShadowNodeDef |
| | Shadow Nodes are special nodes (not to be confused with. More...
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| class | Ogre::CompositorTargetDef |
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| struct | Ogre::CompositorTexture |
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| class | Ogre::CompositorWorkspace |
| | A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More...
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| class | Ogre::CompositorWorkspaceDef |
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| class | Ogre::CompositorWorkspaceListener |
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| class | Ogre::CustomCompositionPass |
| | Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
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| class | Ogre::Particle |
| | Class representing a single particle instance. More...
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| class | Ogre::ParticleAffector |
| | Abstract class defining the interface to be implemented by particle affectors. More...
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| class | Ogre::ParticleAffectorFactory |
| | Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
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| class | Ogre::ParticleEmitter |
| | Abstract class defining the interface to be implemented by particle emitters. More...
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| class | Ogre::ParticleEmitterFactory |
| | Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
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| class | Ogre::ParticleIterator |
| | Convenience class to make it easy to step through all particles in a ParticleSystem. More...
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| class | Ogre::ParticleSystem |
| | Class defining particle system based special effects. More...
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| class | Ogre::ParticleSystemFactory |
| | Factory object for creating ParticleSystem instances. More...
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| class | Ogre::ParticleSystemManager |
| | Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
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| class | Ogre::ParticleSystemRenderer |
| | Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
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| class | Ogre::ParticleSystemRendererFactory |
| | Abstract class definition of a factory object for ParticleSystemRenderer. More...
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| class | Ogre::ParticleVisualData |
| | Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
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| struct | Ogre::RenderTargetViewDef |
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| struct | Ogre::RenderTargetViewEntry |
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| class | Ogre::ShadowNodeHelper |
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| class | Ogre::ShadowTextureDefinition |
| | Local texture definition. More...
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| class | Ogre::TextureDefinitionBase |
| | Centralized class for dealing with declarations of textures in Node & Workspace definitions. More...
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| class | Ogre::v1::Billboard |
| | A billboard is a primitive which always faces the camera in every frame. More...
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| class | Ogre::v1::BillboardChain |
| | Allows the rendering of a chain of connected billboards. More...
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| class | Ogre::v1::BillboardChainFactory |
| | Factory object for creating BillboardChain instances. More...
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| class | Ogre::v1::BillboardParticleRenderer |
| | Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
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| class | Ogre::v1::BillboardParticleRendererFactory |
| | Factory class for BillboardParticleRenderer. More...
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| class | Ogre::v1::BillboardSet |
| | A collection of billboards (faces which are always facing the given direction) with the same (default) dimensions, material and which are fairly close proximity to each other. More...
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| class | Ogre::v1::BillboardSetFactory |
| | Factory object for creating BillboardSet instances. More...
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| class | Ogre::v1::RibbonTrail |
| | Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
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| class | Ogre::v1::RibbonTrailFactory |
| | Factory object for creating RibbonTrail instances. More...
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