#include <OgreD3D11DepthBuffer.h>
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| | D3D11DepthBuffer (uint16 poolId, D3D11RenderSystem *renderSystem, ID3D11DepthStencilView *depthBufferView, uint32 width, uint32 height, uint32 fsaa, uint32 multiSampleQuality, bool isManual) |
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| | ~D3D11DepthBuffer () |
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| void | _resized (ID3D11DepthStencilView *depthBufferView, uint32 width, uint32 height) |
| | internal method, gets called when the renderwindow was resized More...
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| ID3D11DepthStencilView * | getDepthStencilView () const |
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| virtual bool | isCompatible (RenderTarget *renderTarget) const |
| | Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget. More...
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| | DepthBuffer (uint16 poolId, uint32 width, uint32 height, uint32 fsaa, bool manual) |
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| virtual | ~DepthBuffer () |
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| virtual void | _notifyRenderTargetAttached (RenderTarget *renderTarget) |
| | Called when a RenderTarget is attaches this DepthBuffer. More...
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| virtual void | _notifyRenderTargetDetached (RenderTarget *renderTarget) |
| | Called when a RenderTarget is detaches from this DepthBuffer. More...
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| void | _setPoolId (uint16 poolId) |
| | Sets the pool id in which this DepthBuffer lives. More...
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| uint32 | getFSAA () const |
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| virtual uint32 | getHeight () const |
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| virtual uint16 | getPoolId () const |
| | Gets the pool id in which this DepthBuffer lives. More...
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| virtual uint32 | getWidth () const |
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| bool | isManual () const |
| | Manual DepthBuffers are cleared in RenderSystem's destructor. More...
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◆ D3D11DepthBuffer()
◆ ~D3D11DepthBuffer()
| Ogre::D3D11DepthBuffer::~D3D11DepthBuffer |
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| ) |
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◆ isCompatible()
| virtual bool Ogre::D3D11DepthBuffer::isCompatible |
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RenderTarget * |
renderTarget | ) |
const |
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virtual |
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is, this DepthBuffer can be attached to that RenderTarget.
Most APIs impose the following restrictions:
- Width & height must be equal or higher than the render target's
- They must be of the same bit depth.
- They need to have the same FSAA setting
- Parameters
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| renderTarget | The render target to test against |
Reimplemented from Ogre::DepthBuffer.
◆ getDepthStencilView()
| ID3D11DepthStencilView* Ogre::D3D11DepthBuffer::getDepthStencilView |
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| ) |
const |
◆ _resized()
| void Ogre::D3D11DepthBuffer::_resized |
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ID3D11DepthStencilView * |
depthBufferView, |
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uint32 |
width, |
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uint32 |
height |
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) |
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internal method, gets called when the renderwindow was resized
The documentation for this class was generated from the following file: