Go to the documentation of this file.
28 #ifndef __DepthBuffer_H__
29 #define __DepthBuffer_H__
88 POOL_MANUAL_USAGE = 0,
Superclass for all objects that wish to use custom memory allocators when their new / delete operator...
An abstract class that contains a depth/stencil buffer.
virtual bool isCompatible(RenderTarget *renderTarget) const
Returns whether the specified RenderTarget is compatible with this DepthBuffer That is,...
RenderTargetSet mAttachedRenderTargets
DepthBuffer(uint16 poolId, uint16 bitDepth, uint32 width, uint32 height, uint32 fsaa, const String &fsaaHint, bool manual)
virtual uint32 getFsaa() const
bool isManual() const
Manual DepthBuffers are cleared in RenderSystem's destructor.
A 'canvas' which can receive the results of a rendering operation.
virtual uint16 getBitDepth() const
virtual void _notifyRenderTargetAttached(RenderTarget *renderTarget)
Called when a RenderTarget is attaches this DepthBuffer.
void detachFromAllRenderTargets()
virtual uint32 getHeight() const
virtual void _notifyRenderTargetDetached(RenderTarget *renderTarget)
Called when a RenderTarget is detaches from this DepthBuffer.
void _setPoolId(uint16 poolId)
Sets the pool id in which this DepthBuffer lives.
virtual uint16 getPoolId() const
Gets the pool id in which this DepthBuffer lives.
set< RenderTarget * >::type RenderTargetSet
virtual uint32 getWidth() const
virtual const String & getFsaaHint() const
Copyright © 2012 Torus Knot Software Ltd

This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License.