Ogre Namespace Reference


Classes

class  ILCodecs
class  ILImageCodec
 Codec specialized in images loaded using DevIL. More...
class  ILUtil
class  MaterialScriptCompiler
class  ConfigDialog
 Defines the behaviour of an automatic renderer configuration dialog. More...
class  ErrorDialog
 Class for displaying the error dialog if Ogre fails badly. More...
class  Timer
 Timer class. More...
class  AlignedMemory
 Class to provide aligned memory allocate functionality. More...
class  AlignedAllocator
 STL compatible allocator with aligned memory allocate, used for tweak STL containers work with aligned memory. More...
class  AnimableValue
 Defines an object property which is animable, ie may be keyframed. More...
class  AnimableObject
 Defines an interface to classes which have one or more AnimableValue instances to expose. More...
class  Animation
 An animation sequence. More...
class  AnimationState
 Represents the state of an animation and the weight of it's influence. More...
class  AnimationStateSet
 Class encapsulating a set of AnimationState objects. More...
class  AnimationStateControllerValue
 ControllerValue wrapper class for AnimationState. More...
class  TimeIndex
 Time index object used to search keyframe at the given position. More...
class  AnimationTrack
 A 'track' in an animation sequence, ie a sequence of keyframes which affect a certain type of animable object. More...
class  NumericAnimationTrack
 Specialised AnimationTrack for dealing with generic animable values. More...
class  NodeAnimationTrack
 Specialised AnimationTrack for dealing with node transforms. More...
class  VertexAnimationTrack
 Specialised AnimationTrack for dealing with changing vertex position information. More...
class  Any
 Variant type that can hold Any other type. More...
class  AnyNumeric
 Specialised Any class which has built in arithmetic operators, but can hold only types which support operator +,-,* and / . More...
struct  FileInfo
 Information about a file/directory within the archive will be returned using a FileInfo struct. More...
class  Archive
 Archive-handling class. More...
class  ArchiveFactory
 Abstract factory class, archive codec plugins can register concrete subclasses of this. More...
class  ArchiveManager
 This class manages the available ArchiveFactory plugins. More...
class  AutoParamDataSource
 This utility class is used to hold the information used to generate the matrices and other information required to automatically populate GpuProgramParameters. More...
class  AxisAlignedBox
 A 3D box aligned with the x/y/z axes. More...
class  Billboard
 A billboard is a primitive which always faces the camera in every frame. More...
class  BillboardChain
 Allows the rendering of a chain of connected billboards. More...
class  BillboardChainFactory
 Factory object for creating BillboardChain instances. More...
class  BillboardParticleRenderer
 Specialisation of ParticleSystemRenderer to render particles using a BillboardSet. More...
class  BillboardParticleRendererFactory
 Factory class for BillboardParticleRenderer. More...
class  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...
class  BillboardSetFactory
 Factory object for creating BillboardSet instances. More...
class  Bitwise
 Class for manipulating bit patterns. More...
class  LayerBlendModeEx
 Class which manages blending of both colour and alpha components. More...
class  Bone
 A bone in a skeleton. More...
class  BorderPanelOverlayElement
 A specialisation of the PanelOverlayElement to provide a panel with a border. More...
class  BorderRenderable
 Class for rendering the border of a BorderPanelOverlayElement. More...
class  Camera
 A viewpoint from which the scene will be rendered. More...
class  Codec
 Abstract class that defines a 'codec'. More...
class  ColourValue
 Class representing colour. More...
struct  TRect
struct  Box
 Structure used to define a box in a 3-D integer space. More...
class  Compiler2Pass
 Compiler2Pass is a generic 2 pass compiler/assembler. More...
class  CompositionPass
 Object representing one pass or operation in a composition sequence. More...
class  CompositionTargetPass
 Object representing one render to a RenderTarget or Viewport in the Ogre Composition framework. More...
class  CompositionTechnique
 Base composition technique, can be subclassed in plugins. More...
class  Compositor
 Class representing a Compositor object. More...
class  CompositorPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to CompositorPtr. More...
class  CompositorChain
 Chain of compositor effects applying to one viewport. More...
class  CompositorInstance
 An instance of a Compositor object for one Viewport. More...
class  CompositorManager
 Class for managing Compositor settings for Ogre. More...
class  CompositorScriptCompiler
 Compiler for parsing & lexing .compositor scripts. More...
class  CompositorSerializer
 Class for serializing Compositors to / from a .compositor script. More...
class  ConfigFile
 Class for quickly loading settings from a text file. More...
struct  _ConfigOption
 Packages the details of a configuration option. More...
class  ControllerFunction
 Subclasses of this class are responsible for performing a function on an input value for a Controller. More...
class  ControllerValue
 Can either be used as an input or output value. More...
class  Controller
 Instances of this class 'control' the value of another object in the system. More...
class  ControllerManager
 Class for managing Controller instances. More...
class  ConvexBody
 Holds a solid representation of a convex body. More...
class  DataStream
 General purpose class used for encapsulating the reading of data. More...
class  MemoryDataStream
 Common subclass of DataStream for handling data from chunks of memory. More...
class  FileStreamDataStream
 Common subclass of DataStream for handling data from std::basic_istream. More...
class  FileHandleDataStream
 Common subclass of DataStream for handling data from C-style file handles. More...
class  DDSCodec
 Codec specialized in loading DDS (Direct Draw Surface) images. More...
class  DefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
class  DefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
class  DefaultHardwareBufferManager
 Specialisation of HardwareBufferManager to emulate hardware buffers. More...
class  DynLib
 Resource holding data about a dynamic library. More...
class  DynLibManager
 Manager for Dynamic-loading Libraries. More...
class  EdgeData
 This class contains the information required to describe the edge connectivity of a given set of vertices and indexes. More...
class  EdgeListBuilder
 General utility class for building edge lists for geometry. More...
class  Entity
 Defines an instance of a discrete, movable object based on a Mesh. More...
class  EntityFactory
 Factory object for creating Entity instances. More...
class  Exception
 When thrown, provides information about an error that has occurred inside the engine. More...
struct  ExceptionCodeType
 Template struct which creates a distinct type for each exception code. More...
class  UnimplementedException
class  FileNotFoundException
class  IOException
class  InvalidStateException
class  InvalidParametersException
class  ItemIdentityException
class  InternalErrorException
class  RenderingAPIException
class  RuntimeAssertionException
class  ExceptionFactory
 Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More...
class  ExternalTextureSource
 IMPORTANT: **Plugins must override default dictionary name!** Base class that texture plugins derive from. More...
class  ExternalTextureSourceManager
 Singleton Class which handles the registering and control of texture plugins. More...
class  FactoryObj
 Abstract factory class. More...
class  FileSystemArchive
 Specialisation of the Archive class to allow reading of files from filesystem folders / directories. More...
class  FileSystemArchiveFactory
 Specialisation of ArchiveFactory for FileSystem files. More...
class  Font
 Class representing a font in the system. More...
class  FontPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to FontPtr. More...
class  FontManager
 Manages Font resources, parsing .fontdef files and generally organising them. More...
struct  FrameEvent
 Struct containing information about a frame event. More...
class  FrameListener
 A interface class defining a listener which can be used to receive notifications of frame events. More...
class  FreeImageCodec
 Codec specialized in images loaded using FreeImage. More...
class  Frustum
 A frustum represents a pyramid, capped at the near and far end which is used to represent either a visible area or a projection area. More...
struct  GpuConstantDefinition
 Information about predefined program constants. More...
struct  GpuNamedConstants
 Struct collecting together the information for named constants. More...
struct  GpuLogicalIndexUse
 Structure recording the use of a physical buffer by a logical parameter index. More...
struct  GpuLogicalBufferStruct
 Container struct to allow params to safely & update shared list of logical buffer assignments. More...
class  GpuProgramParameters
 Collects together the program parameters used for a GpuProgram. More...
class  GpuProgram
 Defines a program which runs on the GPU such as a vertex or fragment program. More...
class  GpuProgramPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to GpuProgramPtr. More...
class  GpuProgramManager
class  GpuProgramUsage
 This class makes the usage of a vertex and fragment programs (low-level or high-level), with a given set of parameters, explicit. More...
class  HardwareBuffer
 Abstract class defining common features of hardware buffers. More...
class  HardwareBufferLicensee
 Abtract interface representing a 'licensee' of a hardware buffer copy. More...
class  TempBlendedBufferInfo
 Structure for recording the use of temporary blend buffers. More...
class  HardwareBufferManager
 Abstract singleton class for managing hardware buffers, a concrete instance of this will be created by the RenderSystem. More...
class  HardwareIndexBuffer
 Specialisation of HardwareBuffer for vertex index buffers, still abstract. More...
class  HardwareIndexBufferSharedPtr
 Shared pointer implementation used to share index buffers. More...
class  HardwareOcclusionQuery
 This is a abstract class that that provides the interface for the query class for hardware occlusion. More...
class  HardwarePixelBuffer
 Specialisation of HardwareBuffer for a pixel buffer. More...
class  HardwarePixelBufferSharedPtr
 Shared pointer implementation used to share pixel buffers. More...
class  HardwareVertexBuffer
 Specialisation of HardwareBuffer for a vertex buffer. More...
class  HardwareVertexBufferSharedPtr
 Shared pointer implementation used to share index buffers. More...
class  VertexElement
 This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration. More...
class  VertexDeclaration
 This class declares the format of a set of vertex inputs, which can be issued to the rendering API through a RenderOperation. More...
class  VertexBufferBinding
 Records the state of all the vertex buffer bindings required to provide a vertex declaration with the input data it needs for the vertex elements. More...
class  HighLevelGpuProgram
 Abstract base class representing a high-level program (a vertex or fragment program). More...
class  HighLevelGpuProgramPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to HighLevelGpuProgramPtr. More...
class  HighLevelGpuProgramFactory
 Interface definition for factories of HighLevelGpuProgram. More...
class  HighLevelGpuProgramManager
 This ResourceManager manages high-level vertex and fragment programs. More...
class  Image
 Class representing an image file. More...
class  ImageCodec
 Codec specialized in images. More...
class  InstancedGeometry
 Pre-transforms and batches up meshes for efficient use as instanced geometry in a scene. More...
class  VectorIterator
 Wraps iteration over a vector. More...
class  MapIterator
 Wraps iteration over a map. More...
class  ConstVectorIterator
 Wraps iteration over a const vector. More...
class  ConstMapIterator
 Wraps iteration over a const map. More...
class  KeyFrame
 A key frame in an animation sequence defined by an AnimationTrack. More...
class  NumericKeyFrame
 Specialised KeyFrame which stores any numeric value. More...
class  TransformKeyFrame
 Specialised KeyFrame which stores a full transform. More...
class  VertexMorphKeyFrame
 Specialised KeyFrame which stores absolute vertex positions for a complete buffer, designed to be interpolated with other keys in the same track. More...
class  VertexPoseKeyFrame
 Specialised KeyFrame which references a Mesh::Pose at a certain influence level, which stores offsets for a subset of the vertices in a buffer to provide a blendable pose. More...
class  Light
 Representation of a dynamic light source in the scene. More...
class  LightFactory
 Factory object for creating Light instances. More...
class  LogListener
 
Remarks:
Pure Abstract class, derive this class and register to the Log to listen to log messages
More...
class  Log
 
Remarks:
Log class for writing debug/log data to files.
More...
class  LogManager
 The log manager handles the creation and retrieval of logs for the application. More...
class  ManualObject
 Class providing a much simplified interface to generating manual objects with custom geometry. More...
class  ManualObjectFactory
 Factory object for creating ManualObject instances. More...
class  Material
 Class encapsulates rendering properties of an object. More...
class  MaterialPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to MaterialPtr. More...
class  MaterialManager
 Class for managing Material settings for Ogre. More...
struct  MaterialScriptProgramDefinition
 Struct for holding a program definition which is in progress. More...
struct  MaterialScriptContext
 Struct for holding the script context while parsing. More...
class  MaterialSerializer
 Class for serializing Materials to / from a .material script. More...
class  Radian
 Wrapper class which indicates a given angle value is in Radians. More...
class  Degree
 Wrapper class which indicates a given angle value is in Degrees. More...
class  Angle
 Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More...
class  Math
 Class to provide access to common mathematical functions. More...
class  Matrix3
 A 3x3 matrix which can represent rotations around axes. More...
class  Matrix4
 Class encapsulating a standard 4x4 homogenous matrix. More...
class  MemoryManager
 See the The memory manager information page. More...
class  Mesh
class  MeshPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to MeshPtr. More...
struct  MeshLodUsage
 A way of recording the way each LODs is recorded this Mesh. More...
class  MeshManager
 Handles the management of mesh resources. More...
class  MeshSerializer
 Class for serialising mesh data to/from an OGRE .mesh file. More...
class  MeshSerializerImpl
 Internal implementation of Mesh reading / writing for the latest version of the .mesh format. More...
class  MeshSerializerImpl_v1_3
 Class for providing backwards-compatibility for loading version 1.3 of the .mesh format. More...
class  MeshSerializerImpl_v1_2
 Class for providing backwards-compatibility for loading version 1.2 of the .mesh format. More...
class  MeshSerializerImpl_v1_1
 Class for providing backwards-compatibility for loading version 1.1 of the .mesh format. More...
class  MovableObject
 Abstract class definining a movable object in a scene. More...
class  MovableObjectFactory
 Interface definition for a factory class which produces a certain kind of MovableObject, and can be registered with Root in order to allow all clients to produce new instances of this object, integrated with the standard Ogre processing. More...
class  MovablePlane
 Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply. More...
class  Node
 Class representing a general-purpose node an articulated scene graph. More...
class  NumericSolver
 Provides numeric solvers for Ogre. More...
class  OptimisedUtil
 Utility class for provides optimised functions. More...
class  Overlay
 Represents a layer which is rendered on top of the 'normal' scene contents. More...
class  OverlayContainer
 A 2D element which contains other OverlayElement instances. More...
class  OverlayElement
 Abstract definition of a 2D element to be displayed in an Overlay. More...
class  OverlayElementFactory
 Defines the interface which all components wishing to supply OverlayElement subclasses must implement. More...
class  PanelOverlayElementFactory
 Factory for creating PanelOverlayElement instances. More...
class  BorderPanelOverlayElementFactory
 Factory for creating BorderPanelOverlayElement instances. More...
class  TextAreaOverlayElementFactory
 Factory for creating TextAreaOverlayElement instances. More...
class  OverlayManager
 Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
class  PanelOverlayElement
 OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements. More...
class  ParticleVisualData
 Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
class  Particle
 Class representing a single particle instance. More...
class  ParticleAffector
 Abstract class defining the interface to be implemented by particle affectors. More...
class  ParticleAffectorFactory
 Abstract class defining the interface to be implemented by creators of ParticleAffector subclasses. More...
class  ParticleEmitter
 Abstract class defining the interface to be implemented by particle emitters. More...
class  ParticleEmitterFactory
 Abstract class defining the interface to be implemented by creators of ParticleEmitter subclasses. More...
class  ParticleIterator
 Convenience class to make it easy to step through all particles in a ParticleSystem. More...
class  ParticleSystem
 Class defining particle system based special effects. More...
class  ParticleSystemManager
 Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. More...
class  ParticleSystemFactory
 Factory object for creating ParticleSystem instances. More...
class  ParticleSystemRenderer
 Abstract class defining the interface required to be implemented by classes which provide rendering capability to ParticleSystem instances. More...
class  ParticleSystemRendererFactory
 Abstract class definition of a factory object for ParticleSystemRenderer. More...
class  Pass
 Class defining a single pass of a Technique (of a Material), ie a single rendering call. More...
struct  IlluminationPass
 Struct recording a pass which can be used for a specific illumination stage. More...
class  PatchMesh
 Patch specialisation of Mesh. More...
class  PatchMeshPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to PatchMeshPtr. More...
class  PatchSurface
 A surface which is defined by curves of some kind to form a patch, e.g. More...
class  PixelBox
 A primitive describing a volume (3D), image (2D) or line (1D) of pixels in memory. More...
class  PixelUtil
 Some utility functions for packing and unpacking pixel data. More...
class  Plane
 Defines a plane in 3D space. More...
class  PlaneBoundedVolume
 Represents a convex volume bounded by planes. More...
class  PlatformInformation
 Class which provides the run-time platform information Ogre runs on. More...
class  Plugin
 Class defining a generic OGRE plugin. More...
class  Polygon
 The class represents a polygon in 3D space. More...
class  Pose
 A pose is a linked set of vertex offsets applying to one set of vertex data. More...
class  FrameTimeControllerValue
 Predefined controller value for getting the latest frame time. More...
class  TextureFrameControllerValue
 Predefined controller value for getting / setting the frame number of a texture layer. More...
class  TexCoordModifierControllerValue
 Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More...
class  FloatGpuParameterControllerValue
 Predefined controller value for setting a single floating- point value in a constant paramter of a vertex or fragment program. More...
class  PassthroughControllerFunction
 Predefined controller function which just passes through the original source directly to dest. More...
class  AnimationControllerFunction
 Predefined controller function for dealing with animation. More...
class  ScaleControllerFunction
 Predefined controller function which simply scales an input to an output value. More...
class  WaveformControllerFunction
 Predefined controller function based on a waveform. More...
class  PrefabFactory
 A factory class that can create various mesh prefabs. More...
class  Profile
 An individual profile that will be processed by the Profiler. More...
class  Profiler
 The profiler allows you to measure the performance of your code. More...
class  ProgressiveMesh
 This class reduces the complexity of the geometry it is given. More...
class  Quaternion
 Implementation of a Quaternion, i.e. More...
class  RadixSort
 Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers. More...
class  Ray
 Representation of a ray in space, ie a line with an origin and direction. More...
struct  Rectangle
class  Rectangle2D
 Allows the rendering of a simple 2D rectangle This class renders a simple 2D rectangle; this rectangle has no depth and therefore is best used with specific render queue and depth settings, like RENDER_QUEUE_BACKGROUND and 'depth_write off' for backdrops, and RENDER_QUEUE_OVERLAY and 'depth_check off' for fullscreen quads. More...
class  Renderable
 Abstract class defining the interface all renderable objects must implement. More...
class  RenderOperation
 'New' rendering operation using vertex buffers. More...
class  RenderQueue
 Class to manage the scene object rendering queue. More...
class  RenderQueueInvocation
 Class representing the invocation of queue groups in a RenderQueue. More...
class  RenderQueueInvocationSequence
 Class to hold a linear sequence of RenderQueueInvocation objects. More...
class  RenderQueueListener
 Abstract interface which classes must implement if they wish to receive events from the render queue. More...
struct  RenderablePass
 Struct associating a single Pass with a single Renderable. More...
class  QueuedRenderableVisitor
 Visitor interface for items in a QueuedRenderableCollection. More...
class  QueuedRenderableCollection
 Lowest level collection of renderables. More...
class  RenderPriorityGroup
 Collection of renderables by priority. More...
class  RenderQueueGroup
 A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. More...
class  RenderSystem
 Defines the functionality of a 3D API. More...
class  RenderSystemCapabilities
 singleton class for storing the capabilities of the graphics card. More...
class  RenderTarget
 A 'canvas' which can receive the results of a rendering operation. More...
struct  RenderTargetEvent
 Struct containing information about a RenderTarget event. More...
struct  RenderTargetViewportEvent
 Struct containing information about a RenderTarget Viewport-specific event. More...
class  RenderTargetListener
 A interface class defining a listener which can be used to receive notifications of RenderTarget events. More...
class  RenderTexture
 This class represents a RenderTarget that renders to a Texture. More...
class  MultiRenderTarget
 This class represents a render target that renders to multiple RenderTextures at once. More...
class  RenderWindow
 Manages the target rendering window. More...
class  Resource
 Abstract class reprensenting a loadable resource (e.g. More...
class  ManualResourceLoader
 Interface describing a manual resource loader. More...
class  ResourceBackgroundQueue
 This class is used to perform Resource operations in a background thread. More...
class  ResourceGroupListener
 This abstract class defines an interface which is called back during resource group loading to indicate the progress of the load. More...
class  ResourceGroupManager
 This singleton class manages the list of resource groups, and notifying the various resource managers of their obligations to load / unload resources in a group. More...
class  ResourceManager
 Defines a generic resource handler. More...
class  RibbonTrail
 Subclass of BillboardChain which automatically leaves a trail behind one or more Node instances. More...
class  RibbonTrailFactory
 Factory object for creating RibbonTrail instances. More...
class  Root
 The root class of the Ogre system. More...
class  RotationalSpline
 This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...
struct  ViewPoint
 Structure for holding a position & orientation pair. More...
struct  VisibleObjectsBoundsInfo
 Structure collecting together information about the visible objects that have been discovered in a scene. More...
class  ShadowListener
 Interface definition for classes which can listen in on the process of rendering shadows, in order to implement custom behaviour. More...
class  SceneManager
 Manages the organisation and rendering of a 'scene' i.e. More...
class  DefaultIntersectionSceneQuery
 Default implementation of IntersectionSceneQuery. More...
class  DefaultRaySceneQuery
 Default implementation of RaySceneQuery. More...
class  DefaultSphereSceneQuery
 Default implementation of SphereSceneQuery. More...
class  DefaultPlaneBoundedVolumeListSceneQuery
 Default implementation of PlaneBoundedVolumeListSceneQuery. More...
class  DefaultAxisAlignedBoxSceneQuery
 Default implementation of AxisAlignedBoxSceneQuery. More...
struct  SceneManagerMetaData
 Structure containing information about a scene manager. More...
class  SceneManagerFactory
 Class which will create instances of a given SceneManager. More...
class  DefaultSceneManagerFactory
 Factory for default scene manager. More...
class  DefaultSceneManager
 Default scene manager. More...
class  SceneManagerEnumerator
 Enumerates the SceneManager classes available to applications. More...
class  SceneNode
 Class representing a node in the scene graph. More...
class  SceneQuery
 A class for performing queries on a scene. More...
class  SceneQueryListener
 This optional class allows you to receive per-result callbacks from SceneQuery executions instead of a single set of consolidated results. More...
struct  SceneQueryResult
 Holds the results of a scene query. More...
class  RegionSceneQuery
 Abstract class defining a query which returns single results from a region. More...
class  AxisAlignedBoxSceneQuery
 Specialises the SceneQuery class for querying within an axis aligned box. More...
class  SphereSceneQuery
 Specialises the SceneQuery class for querying within a sphere. More...
class  PlaneBoundedVolumeListSceneQuery
 Specialises the SceneQuery class for querying within a plane-bounded volume. More...
class  RaySceneQueryListener
 Alternative listener class for dealing with RaySceneQuery. More...
struct  RaySceneQueryResultEntry
 This struct allows a single comparison of result data no matter what the type. More...
class  RaySceneQuery
 Specialises the SceneQuery class for querying along a ray. More...
class  IntersectionSceneQueryListener
 Alternative listener class for dealing with IntersectionSceneQuery. More...
struct  IntersectionSceneQueryResult
 Holds the results of an intersection scene query (pair values). More...
class  IntersectionSceneQuery
 Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. More...
class  ScriptLoader
 Abstract class defining the interface used by classes which wish to perform script loading to define instances of whatever they manage. More...
class  Serializer
 Generic class for serialising data to / from binary stream-based files. More...
class  ShadowCameraSetup
 This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More...
class  DefaultShadowCameraSetup
 Implements default shadow camera setup. More...
class  FocusedShadowCameraSetup
 Implements the uniform shadow mapping algorithm in focused mode. More...
class  LiSPSMShadowCameraSetup
 Implements the Light Space Perspective Shadow Mapping Algorithm. More...
class  PlaneOptimalShadowCameraSetup
 Implements the plane optimal shadow camera algorithm. More...
class  ShadowRenderable
 Class which represents the renderable aspects of a set of shadow volume faces. More...
class  ShadowCaster
 This class defines the interface that must be implemented by shadow casters. More...
struct  ShadowTextureConfig
 Structure containing the configuration for one shadow texture. More...
class  ShadowTextureManager
 Class to manage the available shadow textures which may be shared between many SceneManager instances if formats agree. More...
class  ShadowVolumeExtrudeProgram
 Static class containing source for vertex programs for extruding shadow volumes. More...
class  SharedPtr
 Reference-counted shared pointer, used for objects where implicit destruction is required. More...
class  SimpleRenderable
class  SimpleSpline
 A very simple spline class which implements the Catmull-Rom class of splines. More...
class  Singleton
 Template class for creating single-instance global classes. More...
class  Skeleton
 A collection of Bone objects used to animate a skinned mesh. More...
class  SkeletonPtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to SkeletonPtr. More...
struct  LinkedSkeletonAnimationSource
 Link to another skeleton to share animations. More...
class  SkeletonInstance
 A SkeletonInstance is a single instance of a Skeleton used by a world object. More...
class  SkeletonManager
 Handles the management of skeleton resources. More...
class  SkeletonSerializer
 Class for serialising skeleton data to/from an OGRE .skeleton file. More...
class  Sphere
 A sphere primitive, mostly used for bounds checking. More...
struct  StaticFaceGroup
 Collectes a group of static ie immovable faces together which have common properties like the material they use, the plane they lie on. More...
class  StaticGeometry
 Pre-transforms and batches up meshes for efficient use as static geometry in a scene. More...
class  StringUtil
 Utility class for manipulating Strings. More...
class  StringConverter
 Class for converting the core Ogre data types to/from Strings. More...
class  ParameterDef
 Definition of a parameter supported by a StringInterface class, for introspection. More...
class  ParamCommand
 Abstract class which is command object which gets/sets parameters. More...
class  ParamDictionary
 Class to hold a dictionary of parameters for a single class. More...
class  StringInterface
 Class defining the common interface which classes can use to present a reflection-style, self-defining parameter set to callers. More...
class  SubEntity
 Utility class which defines the sub-parts of an Entity. More...
class  SubMesh
 Defines a part of a complete mesh. More...
class  TagPoint
 A tagged point on a skeleton, which can be used to attach entities to on specific other entities. More...
class  Technique
 Class representing an approach to rendering this particular Material. More...
class  TextAreaOverlayElement
 This class implements an overlay element which contains simple unformatted text. More...
class  Texture
 Abstract class representing a Texture resource. More...
class  TexturePtr
 Specialisation of SharedPtr to allow SharedPtr to be assigned to TexturePtr. More...
class  TextureManager
 Class for loading & managing textures. More...
class  TextureUnitState
 Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...
class  UnifiedHighLevelGpuProgram
 Specialisation of HighLevelGpuProgram which just delegates its implementation to one other high level program, allowing a single program definition to represent one supported program from a number of options. More...
class  UnifiedHighLevelGpuProgramFactory
 Factory class for Unified programs. More...
class  UserDefinedObject
 This class is designed to be subclassed by OGRE users, to allow them to associate their own application objects with MovableObject instances in the engine. More...
class  Vector2
 Standard 2-dimensional vector. More...
class  Vector3
 Standard 3-dimensional vector. More...
class  Vector4
 4-dimensional homogenous vector. More...
struct  VertexBoneAssignment_s
 Records the assignment of a single vertex to a single bone with the corresponding weight. More...
class  VertexData
 Summary class collecting together vertex source information. More...
class  IndexData
 Summary class collecting together index data source information. More...
class  VertexCacheProfiler
 Vertex cache profiler. More...
class  Viewport
 An abstraction of a viewport, i.e. More...
class  WindowEventListener
 Callback class used to send out window events to client app More...
class  WindowEventUtilities
 Utility class to handle Window Events/Pumping/Messages More...
class  WireBoundingBox
 Allows the rendering of a wireframe bounding box. More...
class  ZipArchive
 Specialisation of the Archive class to allow reading of files from a zip format source archive. More...
class  ZipArchiveFactory
 Specialisation of ArchiveFactory for Zip files. More...
class  ZipDataStream
 Specialisation of DataStream to handle streaming data from zip archives. More...
struct  NearestResampler
struct  LinearResampler
struct  LinearResampler_Float32
struct  LinearResampler_Byte

Namespaces

namespace  EmitterCommands
namespace  OverlayElementCommands

Typedefs

typedef SharedPtr
< AnimableValue
AnimableValuePtr
typedef std::map
< String,
AnimationState * > 
AnimationStateMap
typedef MapIterator
< AnimationStateMap
AnimationStateIterator
typedef
ConstMapIterator
< AnimationStateMap
ConstAnimationStateIterator
typedef std::list
< AnimationState * > 
EnabledAnimationStateList
typedef
ConstVectorIterator
< EnabledAnimationStateList
ConstEnabledAnimationStateIterator
typedef std::vector
< FileInfo
FileInfoList
typedef SharedPtr
< FileInfoList
FileInfoListPtr
typedef uint32 RGBA
typedef uint32 ARGB
typedef uint32 ABGR
typedef uint32 BGRA
typedef int TrackVertexColourType
 An enumeration describing which material properties should track the vertex colours.
typedef std::vector
< Light * > 
LightList
typedef std::map
< String, bool > 
UnaryOptionList
typedef std::map
< String, String
BinaryOptionList
typedef std::map
< String, String
NameValuePairList
 Name / value parameter pair (first = name, second = value).
typedef std::map
< String, String
AliasTextureNamePairList
 Alias / Texture name pair (first = alias, second = texture name).
typedef TRect< float > FloatRect
 Structure used to define a rectangle in a 2-D floating point space.
typedef TRect< long > Rect
 Structure used to define a rectangle in a 2-D integer space.
typedef struct
Ogre::_ConfigOption 
ConfigOption
 Packages the details of a configuration option.
typedef std::map
< String,
ConfigOption
ConfigOptionMap
typedef SharedPtr
< ControllerValue
< Real > > 
ControllerValueRealPtr
typedef SharedPtr
< ControllerFunction
< Real > > 
ControllerFunctionRealPtr
typedef SharedPtr
< DataStream
DataStreamPtr
 Shared pointer to allow data streams to be passed around without worrying about deallocation.
typedef std::list
< DataStreamPtr
DataStreamList
 List of DataStream items.
typedef SharedPtr
< DataStreamList
DataStreamListPtr
 Shared pointer to list of DataStream items.
typedef SharedPtr
< MemoryDataStream
MemoryDataStreamPtr
 Shared pointer to allow memory data streams to be passed around without worrying about deallocation.
typedef std::map
< String,
GpuConstantDefinition
GpuConstantDefinitionMap
typedef
ConstMapIterator
< GpuConstantDefinitionMap
GpuConstantDefinitionIterator
typedef std::map
< size_t,
GpuLogicalIndexUse
GpuLogicalIndexUseMap
typedef SharedPtr
< GpuProgramParameters
GpuProgramParametersSharedPtr
 Shared pointer used to hold references to GpuProgramParameters instances.
typedef std::vector
< Image * > 
ImagePtrList
typedef std::vector
< const Image * > 
ConstImagePtrList
typedef bool(* ATTRIBUTE_PARSER )(String &params, MaterialScriptContext &context)
 Function def for material attribute parser; return value determines if the next line should be {.
typedef double PreciseReal
 Real type for numeric solvers.
typedef UTFString DisplayString
typedef std::vector
< IlluminationPass * > 
IlluminationPassList
typedef std::vector
< Plane
PlaneList
typedef std::vector
< PlaneBoundedVolume
PlaneBoundedVolumeList
typedef unsigned int uint32
typedef unsigned short uint16
typedef unsigned char uint8
typedef std::vector
< Pose * > 
PoseList
typedef float Real
 Software floating point type.
typedef unsigned char uchar
 In order to avoid finger-aches :).
typedef unsigned short ushort
typedef unsigned int uint
typedef unsigned long ulong
typedef std::string _StringBase
typedef _StringBase String
typedef std::vector
< RenderQueueInvocation * > 
RenderQueueInvocationList
 List of RenderQueueInvocations.
typedef
VectorIterator
< RenderQueueInvocationList
RenderQueueInvocationIterator
typedef std::map
< String,
RenderTarget * > 
RenderTargetMap
typedef
std::multimap< uchar,
RenderTarget * > 
RenderTargetPriorityMap
typedef void(* DLL_CREATERENDERWINDOW )(RenderWindow **ppWindow)
 Defines the interface a DLL implemeting a platform-specific version must implement.
typedef unsigned long ResourceHandle
typedef SharedPtr
< Resource
ResourcePtr
 Shared pointer to a Resource.
typedef unsigned long BackgroundProcessTicket
 Identifier of a background process.
typedef std::vector
< RenderSystem * > 
RenderSystemList
typedef uint16 SceneTypeMask
 Bitmask containing scene types.
typedef std::list
< MovableObject * > 
SceneQueryResultMovableList
typedef std::list
< SceneQuery::WorldFragment * > 
SceneQueryResultWorldFragmentList
typedef std::vector
< RaySceneQueryResultEntry
RaySceneQueryResult
typedef std::pair
< MovableObject *,
MovableObject * > 
SceneQueryMovableObjectPair
typedef std::pair
< MovableObject *,
SceneQuery::WorldFragment * > 
SceneQueryMovableObjectWorldFragmentPair
typedef std::list
< SceneQueryMovableObjectPair
SceneQueryMovableIntersectionList
typedef std::list
< SceneQueryMovableObjectWorldFragmentPair
SceneQueryMovableWorldFragmentIntersectionList
typedef SharedPtr
< ShadowCameraSetup
ShadowCameraSetupPtr
typedef std::vector
< TexturePtr
ShadowTextureList
typedef std::vector
< ShadowTextureConfig
ShadowTextureConfigList
typedef
ConstVectorIterator
< ShadowTextureConfigList
ConstShadowTextureConfigIterator
typedef
stdext::hash_compare
< _StringBase,
std::less
< _StringBase > > 
_StringHash
typedef std::vector
< ParameterDef
ParameterList
typedef std::map
< String,
ParamCommand * > 
ParamCommandMap
typedef std::map
< String,
ParamDictionary
ParamDictionaryMap
typedef std::vector
< String
StringVector
typedef SharedPtr
< StringVector
StringVectorPtr
typedef struct
Ogre::VertexBoneAssignment_s 
VertexBoneAssignment
 Records the assignment of a single vertex to a single bone with the corresponding weight.
typedef std::vector
< HardwareBuffer::Usage
BufferUsageList
 Define a list of usage flags.
typedef unsigned __int64 uint64

Enumerations

enum  VertexAnimationType { VAT_NONE = 0, VAT_MORPH = 1, VAT_POSE = 2 }
 Type of vertex animation. More...
enum  BillboardOrigin {
  BBO_TOP_LEFT, BBO_TOP_CENTER, BBO_TOP_RIGHT, BBO_CENTER_LEFT,
  BBO_CENTER, BBO_CENTER_RIGHT, BBO_BOTTOM_LEFT, BBO_BOTTOM_CENTER,
  BBO_BOTTOM_RIGHT
}
 Enum covering what exactly a billboard's position means (center, top-left etc). More...
enum  BillboardRotationType { BBR_VERTEX, BBR_TEXCOORD }
 The rotation type of billboard. More...
enum  BillboardType {
  BBT_POINT, BBT_ORIENTED_COMMON, BBT_ORIENTED_SELF, BBT_PERPENDICULAR_COMMON,
  BBT_PERPENDICULAR_SELF
}
 The type of billboard to use. More...
enum  LayerBlendType { LBT_COLOUR, LBT_ALPHA }
 Type of texture blend mode. More...
enum  LayerBlendOperation { LBO_REPLACE, LBO_ADD, LBO_MODULATE, LBO_ALPHA_BLEND }
 List of valid texture blending operations, for use with TextureUnitState::setColourOperation. More...
enum  LayerBlendOperationEx {
  LBX_SOURCE1, LBX_SOURCE2, LBX_MODULATE, LBX_MODULATE_X2,
  LBX_MODULATE_X4, LBX_ADD, LBX_ADD_SIGNED, LBX_ADD_SMOOTH,
  LBX_SUBTRACT, LBX_BLEND_DIFFUSE_ALPHA, LBX_BLEND_TEXTURE_ALPHA, LBX_BLEND_CURRENT_ALPHA,
  LBX_BLEND_MANUAL, LBX_DOTPRODUCT, LBX_BLEND_DIFFUSE_COLOUR
}
 Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
enum  LayerBlendSource {
  LBS_CURRENT, LBS_TEXTURE, LBS_DIFFUSE, LBS_SPECULAR,
  LBS_MANUAL
}
 List of valid sources of values for blending operations used in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class. More...
enum  SceneBlendType {
  SBT_TRANSPARENT_ALPHA, SBT_TRANSPARENT_COLOUR, SBT_ADD, SBT_MODULATE,
  SBT_REPLACE
}
 Types of blending that you can specify between an object and the existing contents of the scene. More...
enum  SceneBlendFactor {
  SBF_ONE, SBF_ZERO, SBF_DEST_COLOUR, SBF_SOURCE_COLOUR,
  SBF_ONE_MINUS_DEST_COLOUR, SBF_ONE_MINUS_SOURCE_COLOUR, SBF_DEST_ALPHA, SBF_SOURCE_ALPHA,
  SBF_ONE_MINUS_DEST_ALPHA, SBF_ONE_MINUS_SOURCE_ALPHA
}
 Blending factors for manually blending objects with the scene. More...
enum  CompareFunction {
  CMPF_ALWAYS_FAIL, CMPF_ALWAYS_PASS, CMPF_LESS, CMPF_LESS_EQUAL,
  CMPF_EQUAL, CMPF_NOT_EQUAL, CMPF_GREATER_EQUAL, CMPF_GREATER
}
 Comparison functions used for the depth/stencil buffer operations and others. More...
enum  TextureFilterOptions { TFO_NONE, TFO_BILINEAR, TFO_TRILINEAR, TFO_ANISOTROPIC }
 High-level filtering options providing shortcuts to settings the minification, magnification and mip filters. More...
enum  FilterType { FT_MIN, FT_MAG, FT_MIP }
enum  FilterOptions { FO_NONE, FO_POINT, FO_LINEAR, FO_ANISOTROPIC }
 Filtering options for textures / mipmaps. More...
enum  ShadeOptions { SO_FLAT, SO_GOURAUD, SO_PHONG }
 Light shading modes. More...
enum  FogMode { FOG_NONE, FOG_EXP, FOG_EXP2, FOG_LINEAR }
 Fog modes. More...
enum  CullingMode { CULL_NONE = 1, CULL_CLOCKWISE = 2, CULL_ANTICLOCKWISE = 3 }
 Hardware culling modes based on vertex winding. More...
enum  ManualCullingMode { MANUAL_CULL_NONE = 1, MANUAL_CULL_BACK = 2, MANUAL_CULL_FRONT = 3 }
 Manual culling modes based on vertex normals. More...
enum  WaveformType {
  WFT_SINE, WFT_TRIANGLE, WFT_SQUARE, WFT_SAWTOOTH,
  WFT_INVERSE_SAWTOOTH, WFT_PWM
}
 Enumerates the wave types usable with the Ogre engine. More...
enum  PolygonMode { PM_POINTS = 1, PM_WIREFRAME = 2, PM_SOLID = 3 }
 The polygon mode to use when rasterising. More...
enum  ShadowTechnique {
  SHADOWTYPE_NONE = 0x00, SHADOWDETAILTYPE_ADDITIVE = 0x01, SHADOWDETAILTYPE_MODULATIVE = 0x02, SHADOWDETAILTYPE_INTEGRATED = 0x04,
  SHADOWDETAILTYPE_STENCIL = 0x10, SHADOWDETAILTYPE_TEXTURE = 0x20, SHADOWTYPE_STENCIL_MODULATIVE = 0x12, SHADOWTYPE_STENCIL_ADDITIVE = 0x11,
  SHADOWTYPE_TEXTURE_MODULATIVE = 0x22, SHADOWTYPE_TEXTURE_ADDITIVE = 0x21, SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED = 0x25, SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED = 0x26
}
 An enumeration of broad shadow techniques. More...
enum  TrackVertexColourEnum {
  TVC_NONE = 0x0, TVC_AMBIENT = 0x1, TVC_DIFFUSE = 0x2, TVC_SPECULAR = 0x4,
  TVC_EMISSIVE = 0x8
}
enum  SortMode { SM_DIRECTION, SM_DISTANCE }
 Sort mode for billboard-set and particle-system. More...
enum  FrameBufferType { FBT_COLOUR = 0x1, FBT_DEPTH = 0x2, FBT_STENCIL = 0x4 }
 Defines the frame buffer types. More...
enum  eTexturePlayMode { TextureEffectPause = 0, TextureEffectPlay_ASAP = 1, TextureEffectPlay_Looping = 2 }
 Enum for type of texture play mode. More...
enum  FontType { FT_TRUETYPE = 1, FT_IMAGE = 2 }
 Enumerates the types of Font usable in the engine. More...
enum  ProjectionType { PT_ORTHOGRAPHIC, PT_PERSPECTIVE }
 Specifies perspective (realistic) or orthographic (architectural) projection. More...
enum  FrustumPlane {
  FRUSTUM_PLANE_NEAR = 0, FRUSTUM_PLANE_FAR = 1, FRUSTUM_PLANE_LEFT = 2, FRUSTUM_PLANE_RIGHT = 3,
  FRUSTUM_PLANE_TOP = 4, FRUSTUM_PLANE_BOTTOM = 5
}
 Worldspace clipping planes. More...
enum  GpuProgramType { GPT_VERTEX_PROGRAM, GPT_FRAGMENT_PROGRAM }
 Enumerates the types of programs which can run on the GPU. More...
enum  GpuConstantType {
  GCT_FLOAT1, GCT_FLOAT2, GCT_FLOAT3, GCT_FLOAT4,
  GCT_SAMPLER1D, GCT_SAMPLER2D, GCT_SAMPLER3D, GCT_SAMPLERCUBE,
  GCT_SAMPLER1DSHADOW, GCT_SAMPLER2DSHADOW, GCT_MATRIX_2X2, GCT_MATRIX_2X3,
  GCT_MATRIX_2X4, GCT_MATRIX_3X2, GCT_MATRIX_3X3, GCT_MATRIX_3X4,
  GCT_MATRIX_4X2, GCT_MATRIX_4X3, GCT_MATRIX_4X4, GCT_INT1,
  GCT_INT2, GCT_INT3, GCT_INT4, GCT_UNKNOWN
}
 Enumeration of the types of constant we may encounter in programs. More...
enum  VertexElementSemantic {
  VES_POSITION = 1, VES_BLEND_WEIGHTS = 2, VES_BLEND_INDICES = 3, VES_NORMAL = 4,
  VES_DIFFUSE = 5, VES_SPECULAR = 6, VES_TEXTURE_COORDINATES = 7, VES_BINORMAL = 8,
  VES_TANGENT = 9
}
 Vertex element semantics, used to identify the meaning of vertex buffer contents. More...
enum  VertexElementType {
  VET_FLOAT1 = 0, VET_FLOAT2 = 1, VET_FLOAT3 = 2, VET_FLOAT4 = 3,
  VET_COLOUR = 4, VET_SHORT1 = 5, VET_SHORT2 = 6, VET_SHORT3 = 7,
  VET_SHORT4 = 8, VET_UBYTE4 = 9, VET_COLOUR_ARGB = 10, VET_COLOUR_ABGR = 11
}
 Vertex element type, used to identify the base types of the vertex contents. More...
enum  ImageFlags { IF_COMPRESSED = 0x00000001, IF_CUBEMAP = 0x00000002, IF_3D_TEXTURE = 0x00000004 }
enum  LoggingLevel { LL_LOW = 1, LL_NORMAL = 2, LL_BOREME = 3 }
 The level of detail to which the log will go into. More...
enum  LogMessageLevel { LML_TRIVIAL = 1, LML_NORMAL = 2, LML_CRITICAL = 3 }
 The importance of a logged message. More...
enum  MaterialScriptSection {
  MSS_NONE, MSS_MATERIAL, MSS_TECHNIQUE, MSS_PASS,
  MSS_TEXTUREUNIT, MSS_PROGRAM_REF, MSS_PROGRAM, MSS_DEFAULT_PARAMETERS,
  MSS_TEXTURESOURCE
}
 Enum to identify material sections. More...
enum  MeshChunkID {
  M_HEADER = 0x1000, M_MESH = 0x3000, M_SUBMESH = 0x4000, M_SUBMESH_OPERATION = 0x4010,
  M_SUBMESH_BONE_ASSIGNMENT = 0x4100, M_SUBMESH_TEXTURE_ALIAS = 0x4200, M_GEOMETRY = 0x5000, M_GEOMETRY_VERTEX_DECLARATION = 0x5100,
  M_GEOMETRY_VERTEX_ELEMENT = 0x5110, M_GEOMETRY_VERTEX_BUFFER = 0x5200, M_GEOMETRY_VERTEX_BUFFER_DATA = 0x5210, M_MESH_SKELETON_LINK = 0x6000,
  M_MESH_BONE_ASSIGNMENT = 0x7000, M_MESH_LOD = 0x8000, M_MESH_LOD_USAGE = 0x8100, M_MESH_LOD_MANUAL = 0x8110,
  M_MESH_LOD_GENERATED = 0x8120, M_MESH_BOUNDS = 0x9000, M_SUBMESH_NAME_TABLE = 0xA000, M_SUBMESH_NAME_TABLE_ELEMENT = 0xA100,
  M_EDGE_LISTS = 0xB000, M_EDGE_LIST_LOD = 0xB100, M_EDGE_GROUP = 0xB110, M_POSES = 0xC000,
  M_POSE = 0xC100, M_POSE_VERTEX = 0xC111, M_ANIMATIONS = 0xD000, M_ANIMATION = 0xD100,
  M_ANIMATION_TRACK = 0xD110, M_ANIMATION_MORPH_KEYFRAME = 0xD111, M_ANIMATION_POSE_KEYFRAME = 0xD112, M_ANIMATION_POSE_REF = 0xD113,
  M_TABLE_EXTREMES = 0xE000, M_GEOMETRY_NORMALS = 0x5100, M_GEOMETRY_COLOURS = 0x5200, M_GEOMETRY_TEXCOORDS = 0x5300
}
 Definition of the OGRE .mesh file format. More...
enum  GuiMetricsMode { GMM_RELATIVE, GMM_PIXELS, GMM_RELATIVE_ASPECT_ADJUSTED }
 Enum describing how the position / size of an element is to be recorded. More...
enum  GuiHorizontalAlignment { GHA_LEFT, GHA_CENTER, GHA_RIGHT }
 Enum describing where '0' is in relation to the parent in the horizontal dimension. More...
enum  GuiVerticalAlignment { GVA_TOP, GVA_CENTER, GVA_BOTTOM }
 Enum describing where '0' is in relation to the parent in the vertical dimension. More...
enum  IlluminationStage { IS_AMBIENT, IS_PER_LIGHT, IS_DECAL }
enum  PixelFormat {
  PF_UNKNOWN = 0, PF_L8 = 1, PF_BYTE_L = PF_L8, PF_L16 = 2,
  PF_SHORT_L = PF_L16, PF_A8 = 3, PF_BYTE_A = PF_A8, PF_A4L4 = 4,
  PF_BYTE_LA = 5, PF_R5G6B5 = 6, PF_B5G6R5 = 7, PF_R3G3B2 = 31,
  PF_A4R4G4B4 = 8, PF_A1R5G5B5 = 9, PF_R8G8B8 = 10, PF_B8G8R8 = 11,
  PF_A8R8G8B8 = 12, PF_A8B8G8R8 = 13, PF_B8G8R8A8 = 14, PF_R8G8B8A8 = 28,
  PF_X8R8G8B8 = 26, PF_X8B8G8R8 = 27, PF_BYTE_RGB = PF_B8G8R8, PF_BYTE_BGR = PF_R8G8B8,
  PF_BYTE_BGRA = PF_A8R8G8B8, PF_BYTE_RGBA = PF_A8B8G8R8, PF_A2R10G10B10 = 15, PF_A2B10G10R10 = 16,
  PF_DXT1 = 17, PF_DXT2 = 18, PF_DXT3 = 19, PF_DXT4 = 20,
  PF_DXT5 = 21, PF_FLOAT16_R = 32, PF_FLOAT16_RGB = 22, PF_FLOAT16_RGBA = 23,
  PF_FLOAT32_R = 33, PF_FLOAT32_RGB = 24, PF_FLOAT32_RGBA = 25, PF_FLOAT16_GR = 35,
  PF_FLOAT32_GR = 36, PF_DEPTH = 29, PF_SHORT_RGBA = 30, PF_SHORT_GR = 34,
  PF_SHORT_RGB = 37, PF_COUNT = 38
}
 The pixel format used for images, textures, and render surfaces. More...
enum  PixelFormatFlags {
  PFF_HASALPHA = 0x00000001, PFF_COMPRESSED = 0x00000002, PFF_FLOAT = 0x00000004, PFF_DEPTH = 0x00000008,
  PFF_NATIVEENDIAN = 0x00000010, PFF_LUMINANCE = 0x00000020
}
 Flags defining some on/off properties of pixel formats. More...
enum  PixelComponentType {
  PCT_BYTE = 0, PCT_SHORT = 1, PCT_FLOAT16 = 2, PCT_FLOAT32 = 3,
  PCT_COUNT = 4
}
 Pixel component format. More...
enum  RenderQueueGroupID {
  RENDER_QUEUE_BACKGROUND = 0, RENDER_QUEUE_SKIES_EARLY = 5, RENDER_QUEUE_1 = 10, RENDER_QUEUE_2 = 20,
  RENDER_QUEUE_WORLD_GEOMETRY_1 = 25, RENDER_QUEUE_3 = 30, RENDER_QUEUE_4 = 40, RENDER_QUEUE_MAIN = 50,
  RENDER_QUEUE_6 = 60, RENDER_QUEUE_7 = 70, RENDER_QUEUE_WORLD_GEOMETRY_2 = 75, RENDER_QUEUE_8 = 80,
  RENDER_QUEUE_9 = 90, RENDER_QUEUE_SKIES_LATE = 95, RENDER_QUEUE_OVERLAY = 100, RENDER_QUEUE_MAX = 105
}
 Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between. More...
enum  TexCoordCalcMethod {
  TEXCALC_NONE, TEXCALC_ENVIRONMENT_MAP, TEXCALC_ENVIRONMENT_MAP_PLANAR, TEXCALC_ENVIRONMENT_MAP_REFLECTION,
  TEXCALC_ENVIRONMENT_MAP_NORMAL, TEXCALC_PROJECTIVE_TEXTURE
}
 Enum describing the ways to generate texture coordinates. More...
enum  StencilOperation {
  SOP_KEEP, SOP_ZERO, SOP_REPLACE, SOP_INCREMENT,
  SOP_DECREMENT, SOP_INCREMENT_WRAP, SOP_DECREMENT_WRAP, SOP_INVERT
}
 Enum describing the various actions which can be taken onthe stencil buffer. More...
enum  Capabilities {
  RSC_AUTOMIPMAP = 0x00000002, RSC_BLENDING = 0x00000004, RSC_ANISOTROPY = 0x00000008, RSC_DOT3 = 0x00000010,
  RSC_CUBEMAPPING = 0x00000020, RSC_HWSTENCIL = 0x00000040, RSC_VBO = 0x00000080, RSC_VERTEX_PROGRAM = 0x00000200,
  RSC_FRAGMENT_PROGRAM = 0x00000400, RSC_TEXTURE_COMPRESSION = 0x00000800, RSC_TEXTURE_COMPRESSION_DXT = 0x00001000, RSC_TEXTURE_COMPRESSION_VTC = 0x00002000,
  RSC_SCISSOR_TEST = 0x00004000, RSC_TWO_SIDED_STENCIL = 0x00008000, RSC_STENCIL_WRAP = 0x00010000, RSC_HWOCCLUSION = 0x00020000,
  RSC_USER_CLIP_PLANES = 0x00040000, RSC_VERTEX_FORMAT_UBYTE4 = 0x00080000, RSC_INFINITE_FAR_PLANE = 0x00100000, RSC_HWRENDER_TO_TEXTURE = 0x00200000,
  RSC_TEXTURE_FLOAT = 0x00400000, RSC_NON_POWER_OF_2_TEXTURES = 0x00800000, RSC_TEXTURE_3D = 0x01000000, RSC_POINT_SPRITES = 0x02000000,
  RSC_POINT_EXTENDED_PARAMETERS = 0x04000000, RSC_VERTEX_TEXTURE_FETCH = 0x08000000, RSC_MIPMAP_LOD_BIAS = 0x10000000
}
 Enum describing the different hardware capabilities we want to check for. More...
enum  SceneType {
  ST_GENERIC = 1, ST_EXTERIOR_CLOSE = 2, ST_EXTERIOR_FAR = 4, ST_EXTERIOR_REAL_FAR = 8,
  ST_INTERIOR = 16
}
 Classification of a scene to allow a decision of what type of SceenManager to provide back to the application. More...
enum  ShadowRenderableFlags { SRF_INCLUDE_LIGHT_CAP = 0x00000001, SRF_INCLUDE_DARK_CAP = 0x00000002, SRF_EXTRUDE_TO_INFINITY = 0x00000004 }
 A set of flags that can be used to influence ShadowRenderable creation. More...
enum  SkeletonAnimationBlendMode { ANIMBLEND_AVERAGE, ANIMBLEND_CUMULATIVE }
enum  SkeletonChunkID {
  SKELETON_HEADER = 0x1000, SKELETON_BONE = 0x2000, SKELETON_BONE_PARENT = 0x3000, SKELETON_ANIMATION = 0x4000,
  SKELETON_ANIMATION_TRACK = 0x4100, SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110, SKELETON_ANIMATION_LINK = 0x5000
}
 Definition of the OGRE .skeleton file format. More...
enum  FaceGroupType { FGT_FACE_LIST, FGT_PATCH, FGT_UNKNOWN }
 A type of face group, ie face list of procedural etc. More...
enum  ParameterType {
  PT_BOOL, PT_REAL, PT_INT, PT_UNSIGNED_INT,
  PT_SHORT, PT_UNSIGNED_SHORT, PT_LONG, PT_UNSIGNED_LONG,
  PT_STRING, PT_VECTOR3, PT_MATRIX3, PT_MATRIX4,
  PT_QUATERNION, PT_COLOURVALUE
}
 List of parameter types available. More...
enum  TextureUsage {
  TU_STATIC = HardwareBuffer::HBU_STATIC, TU_DYNAMIC = HardwareBuffer::HBU_DYNAMIC, TU_WRITE_ONLY = HardwareBuffer::HBU_WRITE_ONLY, TU_STATIC_WRITE_ONLY = HardwareBuffer::HBU_STATIC_WRITE_ONLY,
  TU_DYNAMIC_WRITE_ONLY = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY, TU_DYNAMIC_WRITE_ONLY_DISCARDABLE = HardwareBuffer::HBU_DYNAMIC_WRITE_ONLY_DISCARDABLE, TU_AUTOMIPMAP = 0x100, TU_RENDERTARGET = 0x200,
  TU_DEFAULT = TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY
}
 Enum identifying the texture usage. More...
enum  TextureType { TEX_TYPE_1D = 1, TEX_TYPE_2D = 2, TEX_TYPE_3D = 3, TEX_TYPE_CUBE_MAP = 4 }
 Enum identifying the texture type. More...
enum  TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF, MIP_DEFAULT = -1 }
 Enum identifying special mipmap numbers. More...

Functions

template<typename ValueType>
ValueType * any_cast (Any *operand)
template<typename ValueType>
const ValueType * any_cast (const Any *operand)
template<typename ValueType>
ValueType any_cast (const Any &operand)
int _OgreExport findCommandLineOpts (int numargs, char **argv, UnaryOptionList &unaryOptList, BinaryOptionList &binOptList)
 Locate command-line options of the unary form '-blah' and of the binary form '-blah foo', passing back the index of the next non-option.
Radian operator * (Real a, const Radian &b)
Radian operator/ (Real a, const Radian &b)
Degree operator * (Real a, const Degree &b)
Degree operator/ (Real a, const Degree &b)
Vector4 operator * (const Vector4 &v, const Matrix4 &mat)
template<class T>
static FORCEINLINE T * rawOffsetPointer (T *ptr, ptrdiff_t offset)
 Returns raw offseted of the given pointer.
template<class T>
static FORCEINLINE void advanceRawPointer (T *&ptr, ptrdiff_t offset)
 Advance the pointer with raw offset.
Rectangle intersect (const Rectangle &lhs, const Rectangle &rhs)
 Geometric intersection of two rectanglar regions.
_OgreExport bool operator== (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
_OgreExport bool operator!= (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
template<class T, class U>
bool operator== (SharedPtr< T > const &a, SharedPtr< U > const &b)
template<class T, class U>
bool operator!= (SharedPtr< T > const &a, SharedPtr< U > const &b)

Variables

const size_t RENDER_QUEUE_COUNT = RENDER_QUEUE_MAX+1
unsigned char SPOT_SHADOW_FADE_PNG [SPOT_SHADOW_FADE_PNG_SIZE]


Typedef Documentation

typedef std::string Ogre::_StringBase

Definition at line 141 of file OgrePrerequisites.h.

typedef stdext::hash_compare< _StringBase, std::less< _StringBase > > Ogre::_StringHash

Definition at line 158 of file OgreString.h.

typedef uint32 Ogre::ABGR

Definition at line 38 of file OgreColourValue.h.

typedef std::map<String, String> Ogre::AliasTextureNamePairList

Alias / Texture name pair (first = alias, second = texture name).

Definition at line 300 of file OgreCommon.h.

typedef SharedPtr<AnimableValue> Ogre::AnimableValuePtr

Definition at line 196 of file OgreAnimable.h.

typedef MapIterator<AnimationStateMap> Ogre::AnimationStateIterator

Definition at line 121 of file OgreAnimationState.h.

typedef std::map<String, AnimationState*> Ogre::AnimationStateMap

Definition at line 120 of file OgreAnimationState.h.

typedef uint32 Ogre::ARGB

Definition at line 37 of file OgreColourValue.h.

typedef bool(* Ogre::ATTRIBUTE_PARSER)(String &params, MaterialScriptContext &context)

Function def for material attribute parser; return value determines if the next line should be {.

Definition at line 96 of file OgreMaterialSerializer.h.

typedef unsigned long Ogre::BackgroundProcessTicket

Identifier of a background process.

Definition at line 46 of file OgreResourceBackgroundQueue.h.

typedef uint32 Ogre::BGRA

Definition at line 39 of file OgreColourValue.h.

typedef std::map<String, String> Ogre::BinaryOptionList

Definition at line 294 of file OgreCommon.h.

typedef std::vector<HardwareBuffer::Usage> Ogre::BufferUsageList

Define a list of usage flags.

Definition at line 39 of file OgreVertexIndexData.h.

typedef struct Ogre::_ConfigOption Ogre::ConfigOption

Packages the details of a configuration option.

Remarks:
Used for RenderSystem::getConfigOptions. If immutable is true, this option must be disabled for modifying.

typedef std::map< String, ConfigOption > Ogre::ConfigOptionMap

Definition at line 53 of file OgreConfigOptionMap.h.

typedef ConstMapIterator<AnimationStateMap> Ogre::ConstAnimationStateIterator

Definition at line 122 of file OgreAnimationState.h.

typedef ConstVectorIterator<EnabledAnimationStateList> Ogre::ConstEnabledAnimationStateIterator

Definition at line 125 of file OgreAnimationState.h.

typedef std::vector<const Image*> Ogre::ConstImagePtrList

Definition at line 423 of file OgreImage.h.

typedef ConstVectorIterator<ShadowTextureConfigList> Ogre::ConstShadowTextureConfigIterator

Definition at line 56 of file OgreShadowTextureManager.h.

typedef SharedPtr< ControllerFunction<Real> > Ogre::ControllerFunctionRealPtr

Definition at line 44 of file OgreControllerManager.h.

typedef SharedPtr< ControllerValue<Real> > Ogre::ControllerValueRealPtr

Definition at line 43 of file OgreControllerManager.h.

typedef std::list<DataStreamPtr> Ogre::DataStreamList

List of DataStream items.

Definition at line 163 of file OgreDataStream.h.

typedef SharedPtr<DataStreamList> Ogre::DataStreamListPtr

Shared pointer to list of DataStream items.

Definition at line 165 of file OgreDataStream.h.

typedef SharedPtr<DataStream> Ogre::DataStreamPtr

Shared pointer to allow data streams to be passed around without worrying about deallocation.

Definition at line 160 of file OgreDataStream.h.

typedef UTFString Ogre::DisplayString

Definition at line 46 of file OgreOverlayElement.h.

typedef void(* Ogre::DLL_CREATERENDERWINDOW)(RenderWindow **ppWindow)

Defines the interface a DLL implemeting a platform-specific version must implement.

Remarks:
Any library (.dll, .so) wishing to implement a platform-specific version of this dialog must export the symbol 'createRenderWindow' with the signature void createPlatformRenderWindow(RenderWindow** ppDlg)

Definition at line 210 of file OgreRenderWindow.h.

typedef std::list<AnimationState*> Ogre::EnabledAnimationStateList

Definition at line 124 of file OgreAnimationState.h.

typedef std::vector<FileInfo> Ogre::FileInfoList

Definition at line 61 of file OgreArchive.h.

typedef SharedPtr<FileInfoList> Ogre::FileInfoListPtr

Definition at line 62 of file OgreArchive.h.

typedef TRect<float> Ogre::FloatRect

Structure used to define a rectangle in a 2-D floating point space.

Definition at line 334 of file OgreCommon.h.

typedef ConstMapIterator<GpuConstantDefinitionMap> Ogre::GpuConstantDefinitionIterator

Definition at line 141 of file OgreGpuProgram.h.

typedef std::map<String, GpuConstantDefinition> Ogre::GpuConstantDefinitionMap

Definition at line 140 of file OgreGpuProgram.h.

typedef std::map<size_t, GpuLogicalIndexUse> Ogre::GpuLogicalIndexUseMap

Definition at line 182 of file OgreGpuProgram.h.

typedef SharedPtr<GpuProgramParameters> Ogre::GpuProgramParametersSharedPtr

Shared pointer used to hold references to GpuProgramParameters instances.

Definition at line 1294 of file OgreGpuProgram.h.

typedef std::vector<IlluminationPass*> Ogre::IlluminationPassList

Definition at line 1316 of file OgrePass.h.

typedef std::vector<Image*> Ogre::ImagePtrList

Definition at line 422 of file OgreImage.h.

typedef std::vector<Light*> Ogre::LightList

Definition at line 290 of file OgreCommon.h.

typedef SharedPtr<MemoryDataStream> Ogre::MemoryDataStreamPtr

Shared pointer to allow memory data streams to be passed around without worrying about deallocation.

Definition at line 317 of file OgreDataStream.h.

typedef std::map<String, String> Ogre::NameValuePairList

Name / value parameter pair (first = name, second = value).

Definition at line 297 of file OgreCommon.h.

typedef std::map<String, ParamCommand* > Ogre::ParamCommandMap

Definition at line 80 of file OgreStringInterface.h.

typedef std::map<String, ParamDictionary> Ogre::ParamDictionaryMap

Definition at line 145 of file OgreStringInterface.h.

typedef std::vector<ParameterDef> Ogre::ParameterList

Definition at line 69 of file OgreStringInterface.h.

typedef std::vector<PlaneBoundedVolume> Ogre::PlaneBoundedVolumeList

Definition at line 122 of file OgrePlaneBoundedVolume.h.

typedef std::vector<Plane> Ogre::PlaneList

Definition at line 150 of file OgrePlane.h.

typedef std::vector<Pose*> Ogre::PoseList

Definition at line 106 of file OgrePose.h.

typedef double Ogre::PreciseReal

Real type for numeric solvers.

Definition at line 35 of file OgreNumerics.h.

typedef std::vector<RaySceneQueryResultEntry> Ogre::RaySceneQueryResult

Definition at line 367 of file OgreSceneQuery.h.

typedef float Ogre::Real

Software floating point type.

Note:
Not valid as a pointer to GPU buffers / parameters

Definition at line 110 of file OgrePrerequisites.h.

typedef TRect< long > Ogre::Rect

Structure used to define a rectangle in a 2-D integer space.

Definition at line 338 of file OgreCommon.h.

typedef VectorIterator<RenderQueueInvocationList> Ogre::RenderQueueInvocationIterator

Definition at line 156 of file OgreRenderQueueInvocation.h.

typedef std::vector<RenderQueueInvocation*> Ogre::RenderQueueInvocationList

List of RenderQueueInvocations.

Definition at line 155 of file OgreRenderQueueInvocation.h.

typedef std::vector<RenderSystem*> Ogre::RenderSystemList

Definition at line 44 of file OgreRoot.h.

typedef std::map< String, RenderTarget * > Ogre::RenderTargetMap

Definition at line 52 of file OgreRenderSystem.h.

typedef std::multimap<uchar, RenderTarget * > Ogre::RenderTargetPriorityMap

Definition at line 53 of file OgreRenderSystem.h.

typedef unsigned long Ogre::ResourceHandle

Definition at line 39 of file OgreResource.h.

typedef SharedPtr<Resource> Ogre::ResourcePtr

Shared pointer to a Resource.

Remarks:
This shared pointer allows many references to a resource to be held, and when the final reference is removed, the resource will be destroyed. Note that the ResourceManager which created this Resource will be holding at least one reference, so this resource will not get destroyed until someone removes the resource from the manager - this at least gives you strong control over when resources are freed. But the nature of the shared pointer means that if anyone refers to the removed resource in the meantime, the resource will remain valid.
You may well see references to ResourcePtr (i.e. ResourcePtr&) being passed around internally within Ogre. These are 'weak references' ie they do not increment the reference count on the Resource. This is done for efficiency in temporary operations that shouldn't need to incur the overhead of maintaining the reference count; however we don't recommend you do it yourself since these references are not guaranteed to remain valid.

Definition at line 389 of file OgreResource.h.

typedef uint32 Ogre::RGBA

Definition at line 36 of file OgreColourValue.h.

typedef std::list<SceneQueryMovableObjectPair> Ogre::SceneQueryMovableIntersectionList

Definition at line 484 of file OgreSceneQuery.h.

typedef std::pair<MovableObject*, MovableObject*> Ogre::SceneQueryMovableObjectPair

Definition at line 482 of file OgreSceneQuery.h.

typedef std::pair<MovableObject*, SceneQuery::WorldFragment*> Ogre::SceneQueryMovableObjectWorldFragmentPair

Definition at line 483 of file OgreSceneQuery.h.

typedef std::list<SceneQueryMovableObjectWorldFragmentPair> Ogre::SceneQueryMovableWorldFragmentIntersectionList

Definition at line 485 of file OgreSceneQuery.h.

typedef std::list<MovableObject*> Ogre::SceneQueryResultMovableList

Definition at line 200 of file OgreSceneQuery.h.

typedef std::list<SceneQuery::WorldFragment*> Ogre::SceneQueryResultWorldFragmentList

Definition at line 201 of file OgreSceneQuery.h.

typedef uint16 Ogre::SceneTypeMask

Bitmask containing scene types.

Definition at line 2805 of file OgreSceneManager.h.

typedef SharedPtr<ShadowCameraSetup> Ogre::ShadowCameraSetupPtr

Definition at line 96 of file OgreShadowCameraSetup.h.

typedef std::vector<ShadowTextureConfig> Ogre::ShadowTextureConfigList

Definition at line 55 of file OgreShadowTextureManager.h.

typedef std::vector<TexturePtr> Ogre::ShadowTextureList

Definition at line 42 of file OgreShadowTextureManager.h.

typedef _StringBase Ogre::String

Definition at line 144 of file OgrePrerequisites.h.

typedef std::vector<String> Ogre::StringVector

Definition at line 40 of file OgreStringVector.h.

typedef SharedPtr<StringVector> Ogre::StringVectorPtr

Definition at line 41 of file OgreStringVector.h.

typedef int Ogre::TrackVertexColourType

An enumeration describing which material properties should track the vertex colours.

Definition at line 264 of file OgreCommon.h.

typedef unsigned char Ogre::uchar

In order to avoid finger-aches :).

Definition at line 129 of file OgrePrerequisites.h.

typedef unsigned int Ogre::uint

Definition at line 131 of file OgrePrerequisites.h.

typedef unsigned short Ogre::uint16

Definition at line 214 of file OgrePlatform.h.

typedef unsigned int Ogre::uint32

Definition at line 213 of file OgrePlatform.h.

typedef unsigned __int64 Ogre::uint64

Definition at line 40 of file OgreImageResampler.h.

typedef unsigned char Ogre::uint8

Definition at line 215 of file OgrePlatform.h.

typedef unsigned long Ogre::ulong

Definition at line 132 of file OgrePrerequisites.h.

typedef std::map<String, bool> Ogre::UnaryOptionList

Definition at line 293 of file OgreCommon.h.

typedef unsigned short Ogre::ushort

Definition at line 130 of file OgrePrerequisites.h.

typedef struct Ogre::VertexBoneAssignment_s Ogre::VertexBoneAssignment

Records the assignment of a single vertex to a single bone with the corresponding weight.

Remarks:
This simple struct simply holds a vertex index, bone index and weight representing the assignment of a vertex to a bone for skeletal animation. There may be many of these per vertex if blended vertex assignments are allowed.


Enumeration Type Documentation

enum Ogre::BillboardOrigin

Enum covering what exactly a billboard's position means (center, top-left etc).

See also:
BillboardSet::setBillboardOrigin
Enumerator:
BBO_TOP_LEFT 
BBO_TOP_CENTER 
BBO_TOP_RIGHT 
BBO_CENTER_LEFT 
BBO_CENTER 
BBO_CENTER_RIGHT 
BBO_BOTTOM_LEFT 
BBO_BOTTOM_CENTER 
BBO_BOTTOM_RIGHT 

Definition at line 47 of file OgreBillboardSet.h.

enum Ogre::BillboardRotationType

The rotation type of billboard.

Enumerator:
BBR_VERTEX  Rotate the billboard's vertices around their facing direction.
BBR_TEXCOORD  Rotate the billboard's texture coordinates.

Definition at line 60 of file OgreBillboardSet.h.

enum Ogre::BillboardType

The type of billboard to use.

Enumerator:
BBT_POINT  Standard point billboard (default), always faces the camera completely and is always upright.
BBT_ORIENTED_COMMON  Billboards are oriented around a shared direction vector (used as Y axis) and only rotate around this to face the camera.
BBT_ORIENTED_SELF  Billboards are oriented around their own direction vector (their own Y axis) and only rotate around this to face the camera.
BBT_PERPENDICULAR_COMMON  Billboards are perpendicular to a shared direction vector (used as Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.
BBT_PERPENDICULAR_SELF  Billboards are perpendicular to their own direction vector (their own Z axis, the facing direction) and X, Y axis are determined by a shared up-vertor.

Definition at line 68 of file OgreBillboardSet.h.

enum Ogre::Capabilities

Enum describing the different hardware capabilities we want to check for.

Enumerator:
RSC_AUTOMIPMAP  Supporta generating mipmaps in hardware.
RSC_BLENDING 
RSC_ANISOTROPY  Supports anisotropic texture filtering.
RSC_DOT3  Supports fixed-function DOT3 texture blend.
RSC_CUBEMAPPING  Supports cube mapping.
RSC_HWSTENCIL  Supports hardware stencil buffer.
RSC_VBO  Supports hardware vertex and index buffers.
RSC_VERTEX_PROGRAM  Supports vertex programs (vertex shaders).
RSC_FRAGMENT_PROGRAM  Supports fragment programs (pixel shaders).
RSC_TEXTURE_COMPRESSION  Supports compressed textures.
RSC_TEXTURE_COMPRESSION_DXT  Supports compressed textures in the DXT/ST3C formats.
RSC_TEXTURE_COMPRESSION_VTC  Supports compressed textures in the VTC format.
RSC_SCISSOR_TEST  Supports performing a scissor test to exclude areas of the screen.
RSC_TWO_SIDED_STENCIL  Supports separate stencil updates for both front and back faces.
RSC_STENCIL_WRAP  Supports wrapping the stencil value at the range extremeties.
RSC_HWOCCLUSION  Supports hardware occlusion queries.
RSC_USER_CLIP_PLANES  Supports user clipping planes.
RSC_VERTEX_FORMAT_UBYTE4  Supports the VET_UBYTE4 vertex element type.
RSC_INFINITE_FAR_PLANE  Supports infinite far plane projection.
RSC_HWRENDER_TO_TEXTURE  Supports hardware render-to-texture (bigger than framebuffer).
RSC_TEXTURE_FLOAT  Supports float textures and render targets.
RSC_NON_POWER_OF_2_TEXTURES  Supports non-power of two textures.
RSC_TEXTURE_3D  Supports 3d (volume) textures.
RSC_POINT_SPRITES  Supports basic point sprite rendering.
RSC_POINT_EXTENDED_PARAMETERS  Supports extra point parameters (minsize, maxsize, attenuation).
RSC_VERTEX_TEXTURE_FETCH  Supports vertex texture fetch.
RSC_MIPMAP_LOD_BIAS  Supports mipmap LOD biasing.

Definition at line 39 of file OgreRenderSystemCapabilities.h.

enum Ogre::CompareFunction

Comparison functions used for the depth/stencil buffer operations and others.

Enumerator:
CMPF_ALWAYS_FAIL 
CMPF_ALWAYS_PASS 
CMPF_LESS 
CMPF_LESS_EQUAL 
CMPF_EQUAL 
CMPF_NOT_EQUAL 
CMPF_GREATER_EQUAL 
CMPF_GREATER 

Definition at line 52 of file OgreCommon.h.

enum Ogre::CullingMode

Hardware culling modes based on vertex winding.

This setting applies to how the hardware API culls triangles it is sent.

Enumerator:
CULL_NONE  Hardware never culls triangles and renders everything it receives.
CULL_CLOCKWISE  Hardware culls triangles whose vertices are listed clockwise in the view (default).
CULL_ANTICLOCKWISE  Hardware culls triangles whose vertices are listed anticlockwise in the view.

Definition at line 123 of file OgreCommon.h.

enum Ogre::eTexturePlayMode

Enum for type of texture play mode.

Enumerator:
TextureEffectPause 
TextureEffectPlay_ASAP  Video starts out paused.
TextureEffectPlay_Looping  Video starts playing as soon as posible.

Definition at line 54 of file OgreExternalTextureSource.h.

enum Ogre::FaceGroupType

A type of face group, ie face list of procedural etc.

Enumerator:
FGT_FACE_LIST 
FGT_PATCH 
FGT_UNKNOWN 

Definition at line 40 of file OgreStaticFaceGroup.h.

enum Ogre::FilterOptions

Filtering options for textures / mipmaps.

Enumerator:
FO_NONE  No filtering, used for FILT_MIP to turn off mipmapping.
FO_POINT  Use the closest pixel.
FO_LINEAR  Average of a 2x2 pixel area, denotes bilinear for MIN and MAG, trilinear for MIP.
FO_ANISOTROPIC  Similar to FO_LINEAR, but compensates for the angle of the texture plane.

Definition at line 88 of file OgreCommon.h.

enum Ogre::FilterType

Enumerator:
FT_MIN  The filter used when shrinking a texture.
FT_MAG  The filter used when magnifiying a texture.
FT_MIP  The filter used when determining the mipmap.

Definition at line 78 of file OgreCommon.h.

enum Ogre::FogMode

Fog modes.

Enumerator:
FOG_NONE  No fog. Duh.
FOG_EXP  Fog density increases exponentially from the camera (fog = 1/e^(distance * density)).
FOG_EXP2  Fog density increases at the square of FOG_EXP, i.e. even quicker (fog = 1/e^(distance * density)^2).
FOG_LINEAR  Fog density increases linearly between the start and end distances.

Definition at line 109 of file OgreCommon.h.

enum Ogre::FontType

Enumerates the types of Font usable in the engine.

Enumerator:
FT_TRUETYPE  Generated from a truetype (.ttf) font.
FT_IMAGE  Loaded from an image created by an artist.

Definition at line 38 of file OgreFont.h.

enum Ogre::FrameBufferType

Defines the frame buffer types.

Enumerator:
FBT_COLOUR 
FBT_DEPTH 
FBT_STENCIL 

Definition at line 283 of file OgreCommon.h.

enum Ogre::FrustumPlane

Worldspace clipping planes.

Enumerator:
FRUSTUM_PLANE_NEAR 
FRUSTUM_PLANE_FAR 
FRUSTUM_PLANE_LEFT 
FRUSTUM_PLANE_RIGHT 
FRUSTUM_PLANE_TOP 
FRUSTUM_PLANE_BOTTOM 

Definition at line 51 of file OgreFrustum.h.

enum Ogre::GpuConstantType

Enumeration of the types of constant we may encounter in programs.

Note:
Low-level programs, by definition, will always use either float4 or int4 constant types since that is the fundamental underlying type in assembler.
Enumerator:
GCT_FLOAT1 
GCT_FLOAT2 
GCT_FLOAT3 
GCT_FLOAT4 
GCT_SAMPLER1D 
GCT_SAMPLER2D 
GCT_SAMPLER3D 
GCT_SAMPLERCUBE 
GCT_SAMPLER1DSHADOW 
GCT_SAMPLER2DSHADOW 
GCT_MATRIX_2X2 
GCT_MATRIX_2X3 
GCT_MATRIX_2X4 
GCT_MATRIX_3X2 
GCT_MATRIX_3X3 
GCT_MATRIX_3X4 
GCT_MATRIX_4X2 
GCT_MATRIX_4X3 
GCT_MATRIX_4X4 
GCT_INT1 
GCT_INT2 
GCT_INT3 
GCT_INT4 
GCT_UNKNOWN 

Definition at line 52 of file OgreGpuProgram.h.

enum Ogre::GpuProgramType

Enumerates the types of programs which can run on the GPU.

Enumerator:
GPT_VERTEX_PROGRAM 
GPT_FRAGMENT_PROGRAM 

Definition at line 41 of file OgreGpuProgram.h.

enum Ogre::GuiHorizontalAlignment

Enum describing where '0' is in relation to the parent in the horizontal dimension.

Remarks:
Affects how 'left' is interpreted.
Enumerator:
GHA_LEFT 
GHA_CENTER 
GHA_RIGHT 

Definition at line 67 of file OgreOverlayElement.h.

enum Ogre::GuiMetricsMode

Enum describing how the position / size of an element is to be recorded.

Enumerator:
GMM_RELATIVE  'left', 'top', 'height' and 'width' are parametrics from 0.0 to 1.0
GMM_PIXELS  Positions & sizes are in absolute pixels.
GMM_RELATIVE_ASPECT_ADJUSTED  Positions & sizes are in virtual pixels.

Definition at line 54 of file OgreOverlayElement.h.

enum Ogre::GuiVerticalAlignment

Enum describing where '0' is in relation to the parent in the vertical dimension.

Remarks:
Affects how 'top' is interpreted.
Enumerator:
GVA_TOP 
GVA_CENTER 
GVA_BOTTOM 

Definition at line 76 of file OgreOverlayElement.h.

enum Ogre::IlluminationStage

Enumerator:
IS_AMBIENT  Part of the rendering which occurs without any kind of direct lighting.
IS_PER_LIGHT  Part of the rendering which occurs per light.
IS_DECAL  Post-lighting rendering.

Definition at line 1287 of file OgrePass.h.

enum Ogre::ImageFlags

Enumerator:
IF_COMPRESSED 
IF_CUBEMAP 
IF_3D_TEXTURE 

Definition at line 39 of file OgreImage.h.

enum Ogre::LayerBlendOperation

List of valid texture blending operations, for use with TextureUnitState::setColourOperation.

Remarks:
This list is a more limited list than LayerBlendOperationEx because it only includes operations that are supportable in both multipass and multitexture rendering and thus provides automatic fallback if multitexture hardware is lacking or insufficient.
Enumerator:
LBO_REPLACE  Replace all colour with texture with no adjustment.
LBO_ADD  Add colour components together.
LBO_MODULATE  Multiply colour components together.
LBO_ALPHA_BLEND  Blend based on texture alpha.

Definition at line 52 of file OgreBlendMode.h.

enum Ogre::LayerBlendOperationEx

Expert list of valid texture blending operations, for use with TextureUnitState::setColourOperationEx and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class.

It's worth noting that these operations are for blending between texture layers and not between rendered objects and the existing scene. Because all of these modes are only supported in multitexture hardware it may be required to set up a fallback operation where this hardware is not available.

Enumerator:
LBX_SOURCE1  use source1 without modification
LBX_SOURCE2  use source2 without modification
LBX_MODULATE  multiply source1 and source2 together
LBX_MODULATE_X2  as LBX_MODULATE but brighten afterwards (x2)
LBX_MODULATE_X4  as LBX_MODULATE but brighten more afterwards (x4)
LBX_ADD  add source1 and source2 together
LBX_ADD_SIGNED  as LBX_ADD, but subtract 0.5 from the result
LBX_ADD_SMOOTH  as LBX_ADD, but subtract product from the sum
LBX_SUBTRACT  subtract source2 from source1
LBX_BLEND_DIFFUSE_ALPHA  use interpolated alpha value from vertices to scale source1, then add source2 scaled by (1-alpha)
LBX_BLEND_TEXTURE_ALPHA  as LBX_BLEND_DIFFUSE_ALPHA, but use alpha from texture
LBX_BLEND_CURRENT_ALPHA  as LBX_BLEND_DIFFUSE_ALPHA, but use current alpha from previous stages
LBX_BLEND_MANUAL  as LBX_BLEND_DIFFUSE_ALPHA but use a constant manual blend value (0.0-1.0)
LBX_DOTPRODUCT  dotproduct of color1 and color2
LBX_BLEND_DIFFUSE_COLOUR  use interpolated color values from vertices to scale source1, then add source2 scaled by (1-color)

Definition at line 70 of file OgreBlendMode.h.

enum Ogre::LayerBlendSource

List of valid sources of values for blending operations used in TextureUnitState::setColourOperation and TextureUnitState::setAlphaOperation, and internally in the LayerBlendModeEx class.

Enumerator:
LBS_CURRENT  the colour as built up from previous stages
LBS_TEXTURE  the colour derived from the texture assigned to this layer
LBS_DIFFUSE  the interpolated diffuse colour from the vertices
LBS_SPECULAR  the interpolated specular colour from the vertices
LBS_MANUAL  a colour supplied manually as a separate argument

Definition at line 107 of file OgreBlendMode.h.

enum Ogre::LayerBlendType

Type of texture blend mode.

Enumerator:
LBT_COLOUR 
LBT_ALPHA 

Definition at line 39 of file OgreBlendMode.h.

enum Ogre::LoggingLevel

The level of detail to which the log will go into.

Enumerator:
LL_LOW 
LL_NORMAL 
LL_BOREME 

Definition at line 42 of file OgreLog.h.

enum Ogre::LogMessageLevel

The importance of a logged message.

Enumerator:
LML_TRIVIAL 
LML_NORMAL 
LML_CRITICAL 

Definition at line 51 of file OgreLog.h.

enum Ogre::ManualCullingMode

Manual culling modes based on vertex normals.

This setting applies to how the software culls triangles before sending them to the hardware API. This culling mode is used by scene managers which choose to implement it - normally those which deal with large amounts of fixed world geometry which is often planar (software culling movable variable geometry is expensive).

Enumerator:
MANUAL_CULL_NONE  No culling so everything is sent to the hardware.
MANUAL_CULL_BACK  Cull triangles whose normal is pointing away from the camera (default).
MANUAL_CULL_FRONT  Cull triangles whose normal is pointing towards the camera.

Definition at line 138 of file OgreCommon.h.

enum Ogre::MaterialScriptSection

Enum to identify material sections.

Enumerator:
MSS_NONE 
MSS_MATERIAL 
MSS_TECHNIQUE 
MSS_PASS 
MSS_TEXTUREUNIT 
MSS_PROGRAM_REF 
MSS_PROGRAM 
MSS_DEFAULT_PARAMETERS 
MSS_TEXTURESOURCE 

Definition at line 42 of file OgreMaterialSerializer.h.

enum Ogre::MeshChunkID

Definition of the OGRE .mesh file format.

.mesh files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types)

A .mesh file can contain both the definition of the Mesh itself, and optionally the definitions of the materials is uses (although these can be omitted, if so the Mesh assumes that at runtime the Materials referred to by name in the Mesh are loaded/created from another source)

A .mesh file only contains a single mesh, which can itself have multiple submeshes.

Enumerator:
M_HEADER 
M_MESH 
M_SUBMESH 
M_SUBMESH_OPERATION 
M_SUBMESH_BONE_ASSIGNMENT 
M_SUBMESH_TEXTURE_ALIAS 
M_GEOMETRY 
M_GEOMETRY_VERTEX_DECLARATION 
M_GEOMETRY_VERTEX_ELEMENT 
M_GEOMETRY_VERTEX_BUFFER 
M_GEOMETRY_VERTEX_BUFFER_DATA 
M_MESH_SKELETON_LINK 
M_MESH_BONE_ASSIGNMENT 
M_MESH_LOD 
M_MESH_LOD_USAGE 
M_MESH_LOD_MANUAL 
M_MESH_LOD_GENERATED 
M_MESH_BOUNDS 
M_SUBMESH_NAME_TABLE 
M_SUBMESH_NAME_TABLE_ELEMENT 
M_EDGE_LISTS 
M_EDGE_LIST_LOD 
M_EDGE_GROUP 
M_POSES 
M_POSE 
M_POSE_VERTEX 
M_ANIMATIONS 
M_ANIMATION 
M_ANIMATION_TRACK 
M_ANIMATION_MORPH_KEYFRAME 
M_ANIMATION_POSE_KEYFRAME 
M_ANIMATION_POSE_REF 
M_TABLE_EXTREMES 
M_GEOMETRY_NORMALS 
M_GEOMETRY_COLOURS 
M_GEOMETRY_TEXCOORDS 

Definition at line 53 of file OgreMeshFileFormat.h.

enum Ogre::ParameterType

List of parameter types available.

Enumerator:
PT_BOOL 
PT_REAL 
PT_INT 
PT_UNSIGNED_INT 
PT_SHORT 
PT_UNSIGNED_SHORT 
PT_LONG 
PT_UNSIGNED_LONG 
PT_STRING 
PT_VECTOR3 
PT_MATRIX3 
PT_MATRIX4 
PT_QUATERNION 
PT_COLOURVALUE 

Definition at line 41 of file OgreStringInterface.h.

enum Ogre::PixelComponentType

Pixel component format.

Enumerator:
PCT_BYTE 
PCT_SHORT  Byte per component (8 bit fixed 0.0..1.0).
PCT_FLOAT16  Short per component (16 bit fixed 0.0..1.0)).
PCT_FLOAT32  16 bit float per component
PCT_COUNT  32 bit float per component

Definition at line 165 of file OgrePixelFormat.h.

enum Ogre::PixelFormat

The pixel format used for images, textures, and render surfaces.

Enumerator:
PF_UNKNOWN  Unknown pixel format.
PF_L8  8-bit pixel format, all bits luminace.
PF_BYTE_L 
PF_L16  16-bit pixel format, all bits luminace.
PF_SHORT_L 
PF_A8  8-bit pixel format, all bits alpha.
PF_BYTE_A 
PF_A4L4  8-bit pixel format, 4 bits alpha, 4 bits luminace.
PF_BYTE_LA  2 byte pixel format, 1 byte luminance, 1 byte alpha
PF_R5G6B5  16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue.
PF_B5G6R5  16-bit pixel format, 5 bits red, 6 bits green, 5 bits blue.
PF_R3G3B2  8-bit pixel format, 2 bits blue, 3 bits green, 3 bits red.
PF_A4R4G4B4  16-bit pixel format, 4 bits for alpha, red, green and blue.
PF_A1R5G5B5  16-bit pixel format, 5 bits for blue, green, red and 1 for alpha.
PF_R8G8B8  24-bit pixel format, 8 bits for red, green and blue.
PF_B8G8R8  24-bit pixel format, 8 bits for blue, green and red.
PF_A8R8G8B8  32-bit pixel format, 8 bits for alpha, red, green and blue.
PF_A8B8G8R8  32-bit pixel format, 8 bits for blue, green, red and alpha.
PF_B8G8R8A8  32-bit pixel format, 8 bits for blue, green, red and alpha.
PF_R8G8B8A8  32-bit pixel format, 8 bits for red, green, blue and alpha.
PF_X8R8G8B8  32-bit pixel format, 8 bits for red, 8 bits for green, 8 bits for blue like PF_A8R8G8B8, but alpha will get discarded
PF_X8B8G8R8  32-bit pixel format, 8 bits for blue, 8 bits for green, 8 bits for red like PF_A8B8G8R8, but alpha will get discarded
PF_BYTE_RGB  3 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue
PF_BYTE_BGR  3 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red
PF_BYTE_BGRA  4 byte pixel format, 1 byte for blue, 1 byte for green, 1 byte for red and one byte for alpha
PF_BYTE_RGBA  4 byte pixel format, 1 byte for red, 1 byte for green, 1 byte for blue, and one byte for alpha
PF_A2R10G10B10  32-bit pixel format, 2 bits for alpha, 10 bits for red, green and blue.
PF_A2B10G10R10  32-bit pixel format, 10 bits for blue, green and red, 2 bits for alpha.
PF_DXT1  DDS (DirectDraw Surface) DXT1 format.
PF_DXT2  DDS (DirectDraw Surface) DXT2 format.
PF_DXT3  DDS (DirectDraw Surface) DXT3 format.
PF_DXT4  DDS (DirectDraw Surface) DXT4 format.
PF_DXT5  DDS (DirectDraw Surface) DXT5 format.
PF_FLOAT16_R 
PF_FLOAT16_RGB 
PF_FLOAT16_RGBA 
PF_FLOAT32_R 
PF_FLOAT32_RGB 
PF_FLOAT32_RGBA 
PF_FLOAT16_GR 
PF_FLOAT32_GR 
PF_DEPTH 
PF_SHORT_RGBA 
PF_SHORT_GR 
PF_SHORT_RGB 
PF_COUNT 

Definition at line 37 of file OgrePixelFormat.h.

enum Ogre::PixelFormatFlags

Flags defining some on/off properties of pixel formats.

Enumerator:
PFF_HASALPHA 
PFF_COMPRESSED 
PFF_FLOAT 
PFF_DEPTH 
PFF_NATIVEENDIAN 
PFF_LUMINANCE 

Definition at line 146 of file OgrePixelFormat.h.

enum Ogre::PolygonMode

The polygon mode to use when rasterising.

Enumerator:
PM_POINTS  Only points are rendered.
PM_WIREFRAME  Wireframe models are rendered.
PM_SOLID  Solid polygons are rendered.

Definition at line 167 of file OgreCommon.h.

enum Ogre::ProjectionType

Specifies perspective (realistic) or orthographic (architectural) projection.

Enumerator:
PT_ORTHOGRAPHIC 
PT_PERSPECTIVE 

Definition at line 43 of file OgreFrustum.h.

enum Ogre::RenderQueueGroupID

Enumeration of queue groups, by which the application may group queued renderables so that they are rendered together with events in between.

Remarks:
When passed into methods these are actually passed as a uint8 to allow you to use values in between if you want to.
Enumerator:
RENDER_QUEUE_BACKGROUND  Use this queue for objects which must be rendered first e.g. backgrounds.
RENDER_QUEUE_SKIES_EARLY  First queue (after backgrounds), used for skyboxes if rendered first.
RENDER_QUEUE_1 
RENDER_QUEUE_2 
RENDER_QUEUE_WORLD_GEOMETRY_1 
RENDER_QUEUE_3 
RENDER_QUEUE_4 
RENDER_QUEUE_MAIN  The default render queue.
RENDER_QUEUE_6 
RENDER_QUEUE_7 
RENDER_QUEUE_WORLD_GEOMETRY_2 
RENDER_QUEUE_8 
RENDER_QUEUE_9 
RENDER_QUEUE_SKIES_LATE  Penultimate queue(before overlays), used for skyboxes if rendered last.
RENDER_QUEUE_OVERLAY  Use this queue for objects which must be rendered last e.g. overlays.
RENDER_QUEUE_MAX  Final possible render queue, don't exceed this.

Definition at line 43 of file OgreRenderQueue.h.

enum Ogre::SceneBlendFactor

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. See Material::setSceneBlending for more details.

Enumerator:
SBF_ONE 
SBF_ZERO 
SBF_DEST_COLOUR 
SBF_SOURCE_COLOUR 
SBF_ONE_MINUS_DEST_COLOUR 
SBF_ONE_MINUS_SOURCE_COLOUR 
SBF_DEST_ALPHA 
SBF_SOURCE_ALPHA 
SBF_ONE_MINUS_DEST_ALPHA 
SBF_ONE_MINUS_SOURCE_ALPHA 

Definition at line 229 of file OgreBlendMode.h.

enum Ogre::SceneBlendType

Types of blending that you can specify between an object and the existing contents of the scene.

Remarks:
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. See Material::setSceneBlending for more details.
See also:
Material::setSceneBlending
Enumerator:
SBT_TRANSPARENT_ALPHA  Make the object transparent based on the final alpha values in the texture.
SBT_TRANSPARENT_COLOUR  Make the object transparent based on the colour values in the texture (brighter = more opaque).
SBT_ADD  Add the texture values to the existing scene content.
SBT_MODULATE  Multiply the 2 colours together.
SBT_REPLACE  The default blend mode where source replaces destination.

Definition at line 210 of file OgreBlendMode.h.

enum Ogre::SceneType

Classification of a scene to allow a decision of what type of SceenManager to provide back to the application.

Enumerator:
ST_GENERIC 
ST_EXTERIOR_CLOSE 
ST_EXTERIOR_FAR 
ST_EXTERIOR_REAL_FAR 
ST_INTERIOR 

Definition at line 2810 of file OgreSceneManager.h.

enum Ogre::ShadeOptions

Light shading modes.

Enumerator:
SO_FLAT 
SO_GOURAUD 
SO_PHONG 

Definition at line 101 of file OgreCommon.h.

enum Ogre::ShadowRenderableFlags

A set of flags that can be used to influence ShadowRenderable creation.

Enumerator:
SRF_INCLUDE_LIGHT_CAP  For shadow volume techniques only, generate a light cap on the volume.
SRF_INCLUDE_DARK_CAP  For shadow volume techniques only, generate a dark cap on the volume.
SRF_EXTRUDE_TO_INFINITY  For shadow volume techniques only, indicates volume is extruded to infinity.

Definition at line 96 of file OgreShadowCaster.h.

enum Ogre::ShadowTechnique

An enumeration of broad shadow techniques.

Enumerator:
SHADOWTYPE_NONE  No shadows.
SHADOWDETAILTYPE_ADDITIVE  Mask for additive shadows (not for direct use, use SHADOWTYPE_ enum instead).
SHADOWDETAILTYPE_MODULATIVE  Mask for modulative shadows (not for direct use, use SHADOWTYPE_ enum instead).
SHADOWDETAILTYPE_INTEGRATED  Mask for integrated shadows (not for direct use, use SHADOWTYPE_ enum instead).
SHADOWDETAILTYPE_STENCIL  Mask for stencil shadows (not for direct use, use SHADOWTYPE_ enum instead).
SHADOWDETAILTYPE_TEXTURE  Mask for texture shadows (not for direct use, use SHADOWTYPE_ enum instead).
SHADOWTYPE_STENCIL_MODULATIVE  Stencil shadow technique which renders all shadow volumes as a modulation after all the non-transparent areas have been rendered.

This technique is considerably less fillrate intensive than the additive stencil shadow approach when there are multiple lights, but is not an accurate model.

SHADOWTYPE_STENCIL_ADDITIVE  Stencil shadow technique which renders each light as a separate additive pass to the scene.

This technique can be very fillrate intensive because it requires at least 2 passes of the entire scene, more if there are multiple lights. However, it is a more accurate model than the modulative stencil approach and this is especially apparant when using coloured lights or bump mapping.

SHADOWTYPE_TEXTURE_MODULATIVE  Texture-based shadow technique which involves a monochrome render-to-texture of the shadow caster and a projection of that texture onto the shadow receivers as a modulative pass.
SHADOWTYPE_TEXTURE_ADDITIVE  Texture-based shadow technique which involves a render-to-texture of the shadow caster and a projection of that texture onto the shadow receivers, built up per light as additive passes.

This technique can be very fillrate intensive because it requires numLights + 2 passes of the entire scene. However, it is a more accurate model than the modulative approach and this is especially apparant when using coloured lights or bump mapping.

SHADOWTYPE_TEXTURE_ADDITIVE_INTEGRATED  Texture-based shadow technique which involves a render-to-texture of the shadow caster and a projection of that texture on to the shadow receivers, with the usage of those shadow textures completely controlled by the materials of the receivers.

This technique is easily the most flexible of all techniques because the material author is in complete control over how the shadows are combined with regular rendering. It can perform shadows as accurately as SHADOWTYPE_TEXTURE_ADDITIVE but more efficiently because it requires less passes. However it also requires more expertise to use, and in almost all cases, shader capable hardware to really use to the full.

Note:
The 'additive' part of this mode means that the colour of the rendered shadow texture is by default plain black. It does not mean it does the adding on your receivers automatically though, how you use that result is up to you.
SHADOWTYPE_TEXTURE_MODULATIVE_INTEGRATED  Texture-based shadow technique which involves a render-to-texture of the shadow caster and a projection of that texture on to the shadow receivers, with the usage of those shadow textures completely controlled by the materials of the receivers.

This technique is easily the most flexible of all techniques because the material author is in complete control over how the shadows are combined with regular rendering. It can perform shadows as accurately as SHADOWTYPE_TEXTURE_ADDITIVE but more efficiently because it requires less passes. However it also requires more expertise to use, and in almost all cases, shader capable hardware to really use to the full.

Note:
The 'modulative' part of this mode means that the colour of the rendered shadow texture is by default the 'shadow colour'. It does not mean it modulates on your receivers automatically though, how you use that result is up to you.

Definition at line 178 of file OgreCommon.h.

enum Ogre::SkeletonAnimationBlendMode

Enumerator:
ANIMBLEND_AVERAGE  Animations are applied by calculating a weighted average of all animations.
ANIMBLEND_CUMULATIVE  Animations are applied by calculating a weighted cumulative total.

Definition at line 43 of file OgreSkeleton.h.

enum Ogre::SkeletonChunkID

Definition of the OGRE .skeleton file format.

.skeleton files are binary files (for read efficiency at runtime) and are arranged into chunks of data, very like 3D Studio's format. A chunk always consists of: unsigned short CHUNK_ID : one of the following chunk ids identifying the chunk unsigned long LENGTH : length of the chunk in bytes, including this header void* DATA : the data, which may contain other sub-chunks (various data types)

A .skeleton file contains both the definition of the Skeleton object and the animations it contains. It contains only a single skeleton but can contain multiple animations.

Enumerator:
SKELETON_HEADER 
SKELETON_BONE 
SKELETON_BONE_PARENT 
SKELETON_ANIMATION 
SKELETON_ANIMATION_TRACK 
SKELETON_ANIMATION_TRACK_KEYFRAME 
SKELETON_ANIMATION_LINK 

Definition at line 50 of file OgreSkeletonFileFormat.h.

enum Ogre::SortMode

Sort mode for billboard-set and particle-system.

Enumerator:
SM_DIRECTION  Sort by direction of the camera.
SM_DISTANCE  Sort by distance from the camera.

Definition at line 274 of file OgreCommon.h.

enum Ogre::StencilOperation

Enum describing the various actions which can be taken onthe stencil buffer.

Enumerator:
SOP_KEEP  Leave the stencil buffer unchanged.
SOP_ZERO  Set the stencil value to zero.
SOP_REPLACE  Set the stencil value to the reference value.
SOP_INCREMENT  Increase the stencil value by 1, clamping at the maximum value.
SOP_DECREMENT  Decrease the stencil value by 1, clamping at 0.
SOP_INCREMENT_WRAP  Increase the stencil value by 1, wrapping back to 0 when incrementing the maximum value.
SOP_DECREMENT_WRAP  Decrease the stencil value by 1, wrapping when decrementing 0.
SOP_INVERT  Invert the bits of the stencil buffer.

Definition at line 71 of file OgreRenderSystem.h.

enum Ogre::TexCoordCalcMethod

Enum describing the ways to generate texture coordinates.

Enumerator:
TEXCALC_NONE  No calculated texture coordinates.
TEXCALC_ENVIRONMENT_MAP  Environment map based on vertex normals.
TEXCALC_ENVIRONMENT_MAP_PLANAR  Environment map based on vertex positions.
TEXCALC_ENVIRONMENT_MAP_REFLECTION 
TEXCALC_ENVIRONMENT_MAP_NORMAL 
TEXCALC_PROJECTIVE_TEXTURE  Projective texture.

Definition at line 57 of file OgreRenderSystem.h.

enum Ogre::TextureFilterOptions

High-level filtering options providing shortcuts to settings the minification, magnification and mip filters.

Enumerator:
TFO_NONE  Equal to: min=FO_POINT, mag=FO_POINT, mip=FO_NONE.
TFO_BILINEAR  Equal to: min=FO_LINEAR, mag=FO_LINEAR, mip=FO_POINT.
TFO_TRILINEAR  Equal to: min=FO_LINEAR, mag=FO_LINEAR, mip=FO_LINEAR.
TFO_ANISOTROPIC  Equal to: min=FO_ANISOTROPIC, max=FO_ANISOTROPIC, mip=FO_LINEAR.

Definition at line 66 of file OgreCommon.h.

enum Ogre::TextureMipmap

Enum identifying special mipmap numbers.

Enumerator:
MIP_UNLIMITED  Generate mipmaps up to 1x1.
MIP_DEFAULT  Use TextureManager default.

Definition at line 76 of file OgreTexture.h.

enum Ogre::TextureType

Enum identifying the texture type.

Enumerator:
TEX_TYPE_1D  1D texture, used in combination with 1D texture coordinates
TEX_TYPE_2D  2D texture, used in combination with 2D texture coordinates (default)
TEX_TYPE_3D  3D volume texture, used in combination with 3D texture coordinates
TEX_TYPE_CUBE_MAP  3D cube map, used in combination with 3D texture coordinates

Definition at line 62 of file OgreTexture.h.

enum Ogre::TextureUsage

Enum identifying the texture usage.

Enumerator:
TU_STATIC  Enums describing buffer usage; not mutually exclusive.
TU_DYNAMIC 
TU_WRITE_ONLY 
TU_STATIC_WRITE_ONLY 
TU_DYNAMIC_WRITE_ONLY 
TU_DYNAMIC_WRITE_ONLY_DISCARDABLE 
TU_AUTOMIPMAP  mipmaps will be automatically generated for this texture
TU_RENDERTARGET  this texture will be a render target, ie.

used as a target for render to texture setting this flag will ignore all other texture usages except TU_AUTOMIPMAP

TU_DEFAULT  default to automatic mipmap generation static textures

Definition at line 41 of file OgreTexture.h.

enum Ogre::TrackVertexColourEnum

Enumerator:
TVC_NONE 
TVC_AMBIENT 
TVC_DIFFUSE 
TVC_SPECULAR 
TVC_EMISSIVE 

Definition at line 265 of file OgreCommon.h.

enum Ogre::VertexAnimationType

Type of vertex animation.

Vertex animation comes in 2 types, morph and pose. The reason for the 2 types is that we have 2 different potential goals - to encapsulate a complete, flowing morph animation with multiple keyframes (a typical animation, but implemented by having snapshots of the vertex data at each keyframe), or to represent a single pose change, for example a facial expression. Whilst both could in fact be implemented using the same system, we choose to separate them since the requirements and limitations of each are quite different.

Morph animation is a simple approach where we have a whole series of snapshots of vertex data which must be interpolated, e.g. a running animation implemented as morph targets. Because this is based on simple snapshots, it's quite fast to use when animating an entire mesh because it's a simple linear change between keyframes. However, this simplistic approach does not support blending between multiple morph animations. If you need animation blending, you are advised to use skeletal animation for full-mesh animation, and pose animation for animation of subsets of meshes or where skeletal animation doesn't fit - for example facial animation. For animating in a vertex shader, morph animation is quite simple and just requires the 2 vertex buffers (one the original position buffer) of absolute position data, and an interpolation factor. Each track in a morph animation refrences a unique set of vertex data.
Pose animation is more complex. Like morph animation each track references a single unique set of vertex data, but unlike morph animation, each keyframe references 1 or more 'poses', each with an influence level. A pose is a series of offsets to the base vertex data, and may be sparse - ie it may not reference every vertex. Because they're offsets, they can be blended - both within a track and between animations. This set of features is very well suited to facial animation.
For example, let's say you modelled a face (one set of vertex data), and defined a set of poses which represented the various phonetic positions of the face. You could then define an animation called 'SayHello', containing a single track which referenced the face vertex data, and which included a series of keyframes, each of which referenced one or more of the facial positions at different influence levels - the combination of which over time made the face form the shapes required to say the word 'hello'. Since the poses are only stored once, but can be referenced may times in many animations, this is a very powerful way to build up a speech system.
The downside of pose animation is that it can be more difficult to set up. Also, since it uses more buffers (one for the base data, and one for each active pose), if you're animating in hardware using vertex shaders you need to keep an eye on how many poses you're blending at once. You define a maximum supported number in your vertex program definition, see the includes_pose_animation material script entry.
So, by partitioning the vertex animation approaches into 2, we keep the simple morph technique easy to use, whilst still allowing all the powerful techniques to be used. Note that morph animation cannot be blended with other types of vertex animation (pose animation or other morph animation); pose animation can be blended with other pose animation though, and both types can be combined with skeletal animation. Also note that all morph animation can be expressed as pose animation, but not vice versa.
Enumerator:
VAT_NONE  No animation.
VAT_MORPH  Morph animation is made up of many interpolated snapshot keyframes.
VAT_POSE  Pose animation is made up of a single delta pose keyframe.

Definition at line 439 of file OgreAnimationTrack.h.

enum Ogre::VertexElementSemantic

Vertex element semantics, used to identify the meaning of vertex buffer contents.

Enumerator:
VES_POSITION  Position, 3 reals per vertex.
VES_BLEND_WEIGHTS  Blending weights.
VES_BLEND_INDICES  Blending indices.
VES_NORMAL  Normal, 3 reals per vertex.
VES_DIFFUSE  Diffuse colours.
VES_SPECULAR  Specular colours.
VES_TEXTURE_COORDINATES  Texture coordinates.
VES_BINORMAL  Binormal (Y axis if normal is Z).
VES_TANGENT  Tangent (X axis if normal is Z).

Definition at line 74 of file OgreHardwareVertexBuffer.h.

enum Ogre::VertexElementType

Vertex element type, used to identify the base types of the vertex contents.

Enumerator:
VET_FLOAT1 
VET_FLOAT2 
VET_FLOAT3 
VET_FLOAT4 
VET_COLOUR  alias to more specific colour type - use the current rendersystem's colour packing
VET_SHORT1 
VET_SHORT2 
VET_SHORT3 
VET_SHORT4 
VET_UBYTE4 
VET_COLOUR_ARGB  D3D style compact colour.
VET_COLOUR_ABGR  GL style compact colour.

Definition at line 97 of file OgreHardwareVertexBuffer.h.

enum Ogre::WaveformType

Enumerates the wave types usable with the Ogre engine.

Enumerator:
WFT_SINE  Standard sine wave which smoothly changes from low to high and back again.
WFT_TRIANGLE  An angular wave with a constant increase / decrease speed with pointed peaks.
WFT_SQUARE  Half of the time is spent at the min, half at the max with instant transition between.
WFT_SAWTOOTH  Gradual steady increase from min to max over the period with an instant return to min at the end.
WFT_INVERSE_SAWTOOTH  Gradual steady decrease from max to min over the period, with an instant return to max at the end.
WFT_PWM  Pulse Width Modulation.

Works like WFT_SQUARE, except the high to low transition is controlled by duty cycle. With a duty cycle of 50% (0.5) will give the same output as WFT_SQUARE.

Definition at line 149 of file OgreCommon.h.


Function Documentation

template<class T>
static FORCEINLINE void Ogre::advanceRawPointer ( T *&  ptr,
ptrdiff_t  offset 
) [static]

Advance the pointer with raw offset.

Note:
The offset are in bytes, no matter what type of the pointer.

Definition at line 214 of file OgreOptimisedUtil.h.

References rawOffsetPointer().

template<typename ValueType>
ValueType Ogre::any_cast ( const Any &  operand  ) 

Definition at line 386 of file OgreAny.h.

References any_cast(), Ogre::Exception::ERR_INVALIDPARAMS, Ogre::Any::getType(), and OGRE_EXCEPT.

template<typename ValueType>
const ValueType* Ogre::any_cast ( const Any *  operand  ) 

Definition at line 380 of file OgreAny.h.

References any_cast().

template<typename ValueType>
ValueType* Ogre::any_cast ( Any *  operand  ) 

Definition at line 372 of file OgreAny.h.

References Ogre::Any::getType(), and Ogre::Any::mContent.

Referenced by any_cast(), and Ogre::MovableObject::getUserObject().

int _OgreExport Ogre::findCommandLineOpts ( int  numargs,
char **  argv,
UnaryOptionList &  unaryOptList,
BinaryOptionList &  binOptList 
)

Locate command-line options of the unary form '-blah' and of the binary form '-blah foo', passing back the index of the next non-option.

Parameters:
numargs,argv The standard parameters passed to the main method
unaryOptList Map of unary options (ie those that do not require a parameter). Should be pre-populated with, for example '-e' in the key and false in the value. Options which are found will be set to true on return.
binOptList Map of binnary options (ie those that require a parameter e.g. '-e afile.txt'). Should be pre-populated with, for example '-e' and the default setting. Options which are found will have the value updated.

Rectangle Ogre::intersect ( const Rectangle &  lhs,
const Rectangle &  rhs 
)

Geometric intersection of two rectanglar regions.

Remarks:
Calculates the geometric intersection of two rectangular regions. Rectangle coordinates must be ([0-N], [0-N]), such that (0,0) is in the upper left hand corner.
If the two input rectangles do not intersect, then the result will be a degenerate rectangle, i.e. left >= right or top >= bottom, or both.

Definition at line 55 of file OgreRectangle.h.

References Ogre::Rectangle::bottom, Ogre::Rectangle::left, Ogre::Rectangle::right, and Ogre::Rectangle::top.

Vector4 Ogre::operator * ( const Vector4 &  v,
const Matrix4 &  mat 
)

Definition at line 592 of file OgreMatrix4.h.

References Ogre::Vector4::w, Ogre::Vector4::x, Ogre::Vector4::y, and Ogre::Vector4::z.

Degree Ogre::operator * ( Real  a,
const Degree &  b 
)

Definition at line 595 of file OgreMath.h.

References Ogre::Degree::valueDegrees().

Radian Ogre::operator * ( Real  a,
const Radian &  b 
)

Definition at line 585 of file OgreMath.h.

References Ogre::Radian::valueRadians().

template<class T, class U>
bool Ogre::operator!= ( SharedPtr< T > const &  a,
SharedPtr< U > const &  b 
)

Definition at line 217 of file OgreSharedPtr.h.

References Ogre::SharedPtr< T >::get().

_OgreExport bool Ogre::operator!= ( const ShadowTextureConfig &  lhs,
const ShadowTextureConfig &  rhs 
)

Degree Ogre::operator/ ( Real  a,
const Degree &  b 
)

Definition at line 600 of file OgreMath.h.

References Ogre::Degree::valueDegrees().

Radian Ogre::operator/ ( Real  a,
const Radian &  b 
)

Definition at line 590 of file OgreMath.h.

References Ogre::Radian::valueRadians().

template<class T, class U>
bool Ogre::operator== ( SharedPtr< T > const &  a,
SharedPtr< U > const &  b 
)

Definition at line 212 of file OgreSharedPtr.h.

References Ogre::SharedPtr< T >::get().

_OgreExport bool Ogre::operator== ( const ShadowTextureConfig &  lhs,
const ShadowTextureConfig &  rhs 
)

Referenced by Ogre::Quaternion::operator!=(), and Ogre::Matrix3::operator!=().

template<class T>
static FORCEINLINE T* Ogre::rawOffsetPointer ( T *  ptr,
ptrdiff_t  offset 
) [static]

Returns raw offseted of the given pointer.

Note:
The offset are in bytes, no matter what type of the pointer.

Definition at line 204 of file OgreOptimisedUtil.h.

Referenced by advanceRawPointer().


Variable Documentation

const size_t Ogre::RENDER_QUEUE_COUNT = RENDER_QUEUE_MAX+1

Definition at line 37 of file OgreCompositorInstance.h.

unsigned char Ogre::SPOT_SHADOW_FADE_PNG[SPOT_SHADOW_FADE_PNG_SIZE]

Definition at line 37 of file OgreSpotShadowFadePng.h.


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Last modified Sat May 10 16:25:11 2008