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API Documentation
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virtual bool postGraphicSystemInit()=0
virtual RendererSupportInfo getRendererSupportInfo() const =0
virtual bool launchGeometryShaderStream(Shader *shader, Mesh *baseMesh, Mesh *outputMesh, Buffer *outputBuffer, bool gpuCopy=false, bool async=false)=0
virtual void postRenderRoutine()=0
RENDERING_API
Enumerates supported graphics API.
Definition: RenderingApi.h:14
virtual DataAllocator * getAllocator() const =0
A buffer that will reside on the GPU.
Definition: Buffer.h:17
virtual void flushRendering()=0
A renderer, implementing the logic of using a graphics API.
Definition: Renderer.h:18
A shader class, feeding data to a Program.
Definition: Shader.h:16
virtual bool shutdown()=0
RENDERING_API getRenderApi() const
Configuration for the system's initialization.
Definition: Configuration.h:12
virtual void prepareForRelease()=0
virtual bool launchComputeShader(Shader *shader, unsigned int xThread, unsigned int yThread, unsigned int zThread)=0
virtual bool initialize(const Configuration &config)=0
virtual void preRenderRoutine()=0
Encompasses all API of component NilkinsGraphics.
Definition: BoundingBox.h:7
Holds information about a mesh. Used as a basis to render 3d models.
Definition: Mesh.h:14
virtual bool initiateBuiltInShaders()=0
Informations about the supported features.
Definition: RendererSupportInfo.h:12