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API Documentation
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std::vector< Texture * > & getTextures()
Holds all informations related to GPU programs, and manages their compilation.
Definition: Program.h:14
ResourceSetLoadResult() noexcept
std::vector< Mesh * > & getMeshes()
std::vector< Shader * > & getShaders()
Offers all controls to model a camera.
Definition: Camera.h:14
std::vector< DepthStencilState * > & getDepthStencilStates()
void setDefaultCompositor(Compositor *value)
A texture used for rendering, hosted on GPU.
Definition: Texture.h:35
Compositor * getDefaultCompositor() const
A render queue, where all items that have to be rendered are queued.
Definition: RenderQueue.h:17
A compositor, describing how to compose the rendering pipeline.
Definition: Compositor.h:23
A buffer that will reside on the GPU.
Definition: Buffer.h:17
std::vector< Compositor * > & getCompositors()
A shader class, feeding data to a Program.
Definition: Shader.h:16
std::vector< Node * > & getScenes()
std::vector< RasterState * > & getRasterStates()
Holds information about a depth and stencil state used for rendering.
Definition: DepthStencilState.h:14
std::vector< Sampler * > & getSamplers()
std::vector< Program * > & getPrograms()
Holds all information about the blend operations to use when rendering.
Definition: BlendState.h:14
Holds all the information needed of a sampler used during rendering.
Definition: Sampler.h:14
std::vector< Camera * > & getCameras()
Holds the result of a loading operation for a resource set.
Definition: ResourceSetLoadResult.h:14
std::vector< RenderQueue * > & getRenderQueues()
Represents a node in a scene graph.
Definition: Node.h:16
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
std::vector< Buffer * > & getBuffers()
Holds information about a raster state.
Definition: RasterState.h:16
std::vector< BlendState * > & getBlendStates()