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In this namespace can be found render management classes like RenderManager, RenderWindow, RenderSystem, and so on. More...
In this namespace can be found render management classes like RenderManager, RenderWindow, RenderSystem, and so on.
enum render::Alignment |
enum render::FogMode |
Fog modes.
enum render::FontType |
enum render::FrustumPlane |
enum render::ImageFlags |
enum render::IndexType |
Expert list of valid texture blending operations. It's worth noting that these operations are for blending between texture layers and not between rendered objects and the existing scene.
List of valid sources of values for blending operations.
enum render::LightType |
enum render::MetricsMode |
Class describing a rendering operation e.g. draw a triangle.
This class encapsulates the description of a rendering operation, including the type (single triangle, list of triangles, triangle strip, etc), the vertex format (e.g. whether vertex colors, texture co-ords are present). Render options like filtering, z-buffer options etc are not provided here, but via, various 'set' methods of the RenderSystem class, since render state changes are typically expensive, so the assumption is that render states will remain fairly constant between rendering operations if possible. Notes on indexed triangle lists: Vertices are not duplicated in the rendering pipeline where they are shared by multiple triangles. Be aware, however, that when sharing vertices ALL aspects are shared, including the vertex normal and texture coordinates which is not always appropriate (e.g. if you want a 'hard' edge to a join, or at the seam of a texture). You should pre-duplicate the vertices where this is a problem with the separate texture and normal values. In all cases, remember that K_Game uses a right-handed world co-ordinate system, (hold your right-hand flat in the X-axis direction and curl your fingers toward the Y-Axis: your thumb points in the positive Z-axis direction). Note that in screen space this gets flipped so higher Z is into the screen. This is a standard system as used by most maths texts and modelling tools (and OpenGL, but not D3D). In addition, the FRONT of triangles is deemed to be the side where the vertices are in counter-clockwise in RH co-ords as viewed from the camera.
Blending factors for manually blending objects with the scene. If there isn't a predefined SceneBlendType that you like, then you can specify the blending factors directly to affect the combination of object and the existing scene.
Types of blending that you can specify between an object and the existing contents of the scene.
As opposed to the LayerBlendType, which classifies blends between texture layers, these blending types blend between the output of the texture units and the pixels already in the viewport, allowing for object transparency, glows, etc. These types are provided to give quick and easy access to common effects. You can also use the more manual method of supplying source and destination blending factors.
enum render::ShadeOptions |
Light shading modes.
SAPT_WORLD_MATRIX | |
SAPT_INVERSE_WORLD_MATRIX |
The current world matrix. |
SAPT_TRANSPOSE_WORLD_MATRIX |
The current world matrix, inverted. |
SAPT_INVERSE_TRANSPOSE_WORLD_MATRIX |
Provides transpose of world matrix. |
SAPT_VIEW_MATRIX |
The current world matrix, inverted & transposed. |
SAPT_INVERSE_VIEW_MATRIX |
The current view matrix. |
SAPT_TRANSPOSE_VIEW_MATRIX |
The current view matrix, inverted. |
SAPT_INVERSE_TRANSPOSE_VIEW_MATRIX |
Provides transpose of view matrix. |
SAPT_PROJECTION_MATRIX |
Provides inverse transpose of view matrix. |
SAPT_INVERSE_PROJECTION_MATRIX |
The current projection matrix. |
SAPT_TRANSPOSE_PROJECTION_MATRIX |
Provides inverse of projection matrix. |
SAPT_INVERSE_TRANSPOSE_PROJECTION_MATRIX |
Provides transpose of projection matrix. |
SAPT_VIEWPROJ_MATRIX |
Provides inverse transpose of projection matrix. |
SAPT_INVERSE_VIEWPROJ_MATRIX |
The current view & projection matrices concatenated. |
SAPT_TRANSPOSE_VIEWPROJ_MATRIX |
Provides inverse of concatenated view and projection matrices. |
SAPT_INVERSE_TRANSPOSE_VIEWPROJ_MATRIX |
Provides transpose of concatenated view and projection matrices. |
SAPT_WORLDVIEW_MATRIX |
Provides inverse transpose of concatenated view and projection matrices. |
SAPT_INVERSE_WORLDVIEW_MATRIX |
The current world & view matrices concatenated. |
SAPT_TRANSPOSE_WORLDVIEW_MATRIX |
The current world & view matrices concatenated, then inverted. |
SAPT_INVERSE_TRANSPOSE_WORLDVIEW_MATRIX |
Provides transpose of concatenated world and view matrices. |
SAPT_WORLDVIEWPROJ_MATRIX |
The current world & view matrices concatenated, then inverted & transposed. |
SAPT_INVERSE_WORLDVIEWPROJ_MATRIX |
The current world, view & projection matrices concatenated. |
SAPT_TRANSPOSE_WORLDVIEWPROJ_MATRIX |
Provides inverse of concatenated world, view and projection matrices. |
SAPT_INVERSE_TRANSPOSE_WORLDVIEWPROJ_MATRIX |
Provides transpose of concatenated world, view and projection matrices. |
SAPT_LIGHT_COUNT |
Provides inverse transpose of concatenated world, view and projection. |
SAPT_LIGHT_POSITION |
The number of active light sources. |
SAPT_LIGHT_POSITION_OBJECT_SPACE |
A light position in world space. |
SAPT_LIGHT_POSITION_VIEW_SPACE |
A light position in object space. |
SAPT_LIGHT_DIRECTION |
A light position in view space. |
SAPT_LIGHT_DIRECTION_OBJECT_SPACE |
A light direction in world space. |
SAPT_LIGHT_DIRECTION_VIEW_SPACE |
A light direction in object space. |
SAPT_AMBIENT_LIGHT_COLOUR |
A light direction in view space. |
SAPT_LIGHT_DIFFUSE_COLOUR |
The ambient light color set in the scene. |
SAPT_LIGHT_SPECULAR_COLOUR |
Light diffuse color. |
SAPT_LIGHT_ATTENUATION |
Light specular color. |
SAPT_LIGHT_POWER_SCALE |
Light attenuation parameters, Vector4(range, constant, linear, quadric) |
SAPT_CAMERA_POSITION |
Light power level. |
SAPT_CAMERA_POSITION_OBJECT_SPACE |
The current camera's position in world space. |
SAPT_NONE |
The current camera's position in object space. |
enum render::ShaderType |
enum render::TextureType |
Vertex element semantics, used to identify the meaning of vertex buffer contents.
VES_POSITION | |
VES_NORMAL |
Position, 3 reals per vertex. |
VES_BLEND_WEIGHTS |
Normal, 3 reals per vertex. |
VES_BLEND_INDICES |
Blending weights. |
VES_DIFFUSE |
Blending indixes. |
VES_SPECULAR |
Diffuse colors. |
VES_TEXTURE_COORDINATES |
Specular colors. |
VES_BINORMAL |
Texture coordinates. |
VES_TANGENT |
Binormal (Y axis if normal is Z) Tangent (X axis if normal is Z) |
The KG Game Engine
Documentation © 2006-2011 by Kat'Oun. Generated on Sat Jul 2 2011 00:50:08 by
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