Namespaces | Classes | Enumerations | Functions | Variables
OVR::RenderTiny Namespace Reference

Namespaces

namespace  D3D10
namespace  GL

Classes

class  Buffer
class  Container
struct  LightingParams
class  Model
class  Node
class  RenderDevice
struct  RendererParams
class  Scene
class  Shader
class  ShaderFill
class  ShaderSet
class  Texture
struct  Vector4f
struct  Vertex

Enumerations

enum  BufferUsage {
  Buffer_Unknown = 0, Buffer_Vertex = 1, Buffer_Index = 2, Buffer_Uniform = 4,
  Buffer_TypeMask = 0xff, Buffer_ReadOnly = 0x100
}
enum  BuiltinShaders {
  VShader_MV = 0, VShader_MVP = 1, VShader_PostProcess = 2, VShader_Count = 3,
  FShader_Solid = 0, FShader_Gouraud = 1, FShader_Texture = 2, FShader_PostProcess = 3,
  FShader_PostProcessWithChromAb = 4, FShader_LitGouraud = 5, FShader_LitTexture = 6, FShader_Count
}
enum  DisplayMode { Display_Window = 0, Display_Fullscreen = 1 }
enum  MapFlags { Map_Discard = 1, Map_Read = 2, Map_Unsynchronized = 4 }
enum  PostProcessType { PostProcess_None, PostProcess_Distortion }
enum  PrimitiveType {
  Prim_Triangles, Prim_Lines, Prim_TriangleStrip, Prim_Unknown,
  Prim_Count
}
enum  SampleMode {
  Sample_Linear = 0, Sample_Nearest = 1, Sample_Anisotropic = 2, Sample_FilterMask = 3,
  Sample_Repeat = 0, Sample_Clamp = 4, Sample_ClampBorder = 8, Sample_AddressMask = 12,
  Sample_Count = 13
}
enum  ShaderStage { Shader_Vertex = 0, Shader_Fragment = 2, Shader_Pixel = 2, Shader_Count = 3 }
enum  TextureFormat {
  Texture_RGBA = 0x0100, Texture_Depth = 0x8000, Texture_TypeMask = 0xff00, Texture_SamplesMask = 0x00ff,
  Texture_RenderTarget = 0x10000, Texture_GenMipmaps = 0x20000
}

Functions

void FilterRgba2x2 (const UByte *src, int w, int h, UByte *dest)
int GetNumMipLevels (int w, int h)

Variables

UInt16 CubeIndices []

Enumeration Type Documentation

Enumerator:
Buffer_Unknown 
Buffer_Vertex 
Buffer_Index 
Buffer_Uniform 
Buffer_TypeMask 
Buffer_ReadOnly 

Definition at line 91 of file RenderTiny_Device.h.

Enumerator:
VShader_MV 
VShader_MVP 
VShader_PostProcess 
VShader_Count 
FShader_Solid 
FShader_Gouraud 
FShader_Texture 
FShader_PostProcess 
FShader_PostProcessWithChromAb 
FShader_LitGouraud 
FShader_LitTexture 
FShader_Count 

Definition at line 65 of file RenderTiny_Device.h.

Enumerator:
Display_Window 
Display_Fullscreen 

Definition at line 525 of file RenderTiny_Device.h.

Enumerator:
Map_Discard 
Map_Read 
Map_Unsynchronized 

Definition at line 83 of file RenderTiny_Device.h.

Enumerator:
PostProcess_None 
PostProcess_Distortion 

Definition at line 519 of file RenderTiny_Device.h.

Enumerator:
Prim_Triangles 
Prim_Lines 
Prim_TriangleStrip 
Prim_Unknown 
Prim_Count 

Definition at line 46 of file RenderTiny_Device.h.

Enumerator:
Sample_Linear 
Sample_Nearest 
Sample_Anisotropic 
Sample_FilterMask 
Sample_Repeat 
Sample_Clamp 
Sample_ClampBorder 
Sample_AddressMask 
Sample_Count 

Definition at line 112 of file RenderTiny_Device.h.

Enumerator:
Shader_Vertex 
Shader_Fragment 
Shader_Pixel 
Shader_Count 

Definition at line 56 of file RenderTiny_Device.h.

Enumerator:
Texture_RGBA 
Texture_Depth 
Texture_TypeMask 
Texture_SamplesMask 
Texture_RenderTarget 
Texture_GenMipmaps 

Definition at line 101 of file RenderTiny_Device.h.


Function Documentation

void OVR::RenderTiny::FilterRgba2x2 ( const UByte *  src,
int  w,
int  h,
UByte *  dest 
)

Definition at line 424 of file RenderTiny_Device.cpp.

int OVR::RenderTiny::GetNumMipLevels ( int  w,
int  h 
)

Definition at line 412 of file RenderTiny_Device.cpp.


Variable Documentation

Initial value:
{
    0, 1, 3,
    3, 1, 2,

    5, 4, 6,
    6, 4, 7,

    8, 9, 11,
    11, 9, 10,

    13, 12, 14,
    14, 12, 15,

    16, 17, 19,
    19, 17, 18,

    21, 20, 22,
    22, 20, 23
}

Definition at line 59 of file RenderTiny_Device.cpp.



oculus_sdk
Author(s): Tully Foote
autogenerated on Thu Jun 6 2019 20:13:50