OGRE  2.0
Object-Oriented Graphics Rendering Engine
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Ogre Namespace Reference


This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ More...

Namespaces

 EmitterCommands
 
 GLSL
 
 OverlayElementCommands
 
 RTShader
 
 VisibilityFlags
 
 Volume
 

Classes

struct  _ConfigOption
 Packages the details of a configuration option. More...
 
struct  Aabb
 AoS (array of structures) version of ArrayAabb. More...
 
class  AbsolutePixelCountLodStrategy
 
class  AbstractNode
 
class  AlignedMemory
 Class to provide aligned memory allocate functionality. More...
 
class  AllocatedObject
 Superclass for all objects that wish to use custom memory allocators when their new / delete operators are called. More...
 
class  AndroidEGLContext
 
class  AndroidEGLSupport
 
class  AndroidEGLWindow
 
class  AndroidLogListener
 
class  AndroidResource
 Represents a Android rendering resource. More...
 
class  AndroidResourceManager
 
class  Angle
 Wrapper class which identifies a value as the currently default angle type, as defined by Math::setAngleUnit. More...
 
class  AnimableObject
 Defines an interface to classes which have one or more AnimableValue instances to expose. More...
 
class  AnimableValue
 Defines an object property which is animable, i.e. More...
 
class  Animation
 An animation sequence. More...
 
class  AnimationContainer
 An animation container interface, which allows generic access to sibling animations. More...
 
class  AnimationControllerFunction
 Predefined controller function for dealing with animation. More...
 
class  AnimationState
 Represents the state of an animation and the weight of its influence. More...
 
class  AnimationStateControllerValue
 ControllerValue wrapper class for AnimationState. More...
 
class  AnimationStateSet
 Class encapsulating a set of AnimationState objects. More...
 
class  AnimationTrack
 A 'track' in an animation sequence, i.e. More...
 
class  AntiPortal
 AntiPortal datastructure for occlusion culling. More...
 
class  AntiPortalFactory
 Factory object for creating AntiPortal instances. 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...
 
class  APKFileSystemArchive
 
class  APKFileSystemArchiveFactory
 
class  APKZipArchiveFactory
 
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  AreaEmitter
 Particle emitter which emits particles randomly from points inside an area (box, sphere, ellipsoid whatever subclasses choose to be). More...
 
class  ArrayAabb
 Cache-friendly array of Aabb represented as a SoA array. More...
 
class  ArrayMatrix4
 Cache-friendly container of 4x4 matrices represented as a SoA array. More...
 
class  ArrayMatrixAf4x3
 Cache-friendly container of AFFINE 4x4 matrices represented as a SoA array. More...
 
class  ArrayMemoryManager
 Abstract memory manager for managing large chunks of contiguous memory, optimized for SoA (Structure of Arrays) implementations. More...
 
class  ArrayQuaternion
 Cache-friendly array of Quaternion represented as a SoA array. More...
 
class  ArraySphere
 Cache-friendly array of Sphere represented as a SoA array. More...
 
class  ArrayVector3
 Cache-friendly array of 3-dimensional represented as a SoA array. More...
 
class  AtomAbstractNode
 This is an abstract node which cannot be broken down further. More...
 
class  AtomicObject
 
class  AtomicScalar
 
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  AxisAlignedBoxSceneQuery
 Specialises the SceneQuery class for querying within an axis aligned box. More...
 
struct  BackgroundProcessResult
 Encapsulates the result of a background queue request. More...
 
class  Barrier
 A barrier is a synchronization mechanism where multiple threads wait until all of them have reached the barrier sync point before continuing. More...
 
class  BaseInstanceBatchVTF
 Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) This implementation has the following advantages: Supports huge amount of instances per batch Supports skinning even with huge ammounts of instances per batch Doesn't need shader constants registers. 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  Bone
 Class representing a Bone in the join hierarchy of a skeleton. More...
 
class  BoneArrayMemoryManager
 Implementation to create the Transform variables needed by Bones. More...
 
class  BoneMemoryManager
 Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth. More...
 
struct  BoneTransform
 Represents the transform of a single object, arranged in SoA (Structure of Arrays) More...
 
class  BooleanMask4
 
class  BorderPanelOverlayElement
 A specialisation of the PanelOverlayElement to provide a panel with a border. More...
 
class  BorderPanelOverlayElementFactory
 Factory for creating BorderPanelOverlayElement instances. More...
 
class  BorderRenderable
 Class for rendering the border of a BorderPanelOverlayElement. More...
 
struct  Box
 Structure used to define a box in a 3-D integer space. More...
 
class  BoxEmitter
 Particle emitter which emits particles randomly from points inside a box. More...
 
class  BoxEmitterFactory
 Factory class for particle emitter of type "Box". More...
 
class  BspIntersectionSceneQuery
 BSP specialisation of IntersectionSceneQuery. More...
 
class  BspLevel
 Holds all the data associated with a Binary Space Parition (BSP) based indoor level. More...
 
class  BspNode
 Encapsulates a node in a BSP tree. More...
 
class  BspRaySceneQuery
 BSP specialisation of RaySceneQuery. More...
 
class  BspResourceManager
 Manages the locating and loading of BSP-based indoor levels. More...
 
class  BspSceneManager
 Specialisation of the SceneManager class to deal with indoor scenes based on a BSP tree. More...
 
class  BspSceneManagerFactory
 Factory for BspSceneManager. More...
 
class  BspSceneManagerPlugin
 Plugin instance for BSPSceneManager. More...
 
class  BspSceneNode
 Specialisation of SceneNode for the BspSceneManager. More...
 
class  BuiltinScriptTranslatorManager
 This class manages the builtin translators. More...
 
struct  BySkeletonDef
 
class  Camera
 A viewpoint from which the scene will be rendered. More...
 
class  Capsule
 
class  CategorisedAlignAllocPolicy
 
class  CategorisedAllocPolicy
 
class  CgFxScriptLoader
 Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
 
class  CgPlugin
 Plugin instance for Cg Program Manager. More...
 
class  CgProgram
 Specialisation of HighLevelGpuProgram to provide support for nVidia's CG language. More...
 
class  CgProgramFactory
 Factory class for Cg programs. More...
 
class  CocoaContext
 
class  Codec
 Abstract class that defines a 'codec'. More...
 
class  ColourFaderAffector
 This plugin subclass of ParticleAffector allows you to alter the colour of particles. More...
 
class  ColourFaderAffector2
 This plugin subclass of ParticleAffector allows you to alter the colour of particles. More...
 
class  ColourFaderAffectorFactory
 Factory class for ColourFaderAffector. More...
 
class  ColourFaderAffectorFactory2
 Factory class for ColourFaderAffector. More...
 
class  ColourImageAffector
 
class  ColourImageAffectorFactory
 Factory class for ColourImageAffector. More...
 
class  ColourInterpolatorAffector
 
class  ColourInterpolatorAffectorFactory
 Factory class for ColourInterpolatorAffector. More...
 
class  ColourValue
 Class representing colour. More...
 
struct  CompositorChannel
 A channel in the compositor transports textures between nodes. More...
 
class  CompositorManager2
 Main system for managing Render Targets through the use of nodes. More...
 
class  CompositorNode
 Compositor nodes are the core subject of compositing. More...
 
class  CompositorNodeDef
 Compositor nodes are the core subject of compositing. More...
 
class  CompositorNodeTranslator
 
class  CompositorPass
 Abstract class for compositor passes. More...
 
class  CompositorPassClear
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  CompositorPassClearDef
 
class  CompositorPassDef
 Interface to abstract all types of pass definitions (. More...
 
class  CompositorPassProvider
 Base class that users can derive from in order to implement custom passes for the compositor. More...
 
class  CompositorPassQuad
 Implementation of CompositorPass This implementation will render a fullscreen triangle/quad to the RenderTarget using the parameters from definition (rectangle area, whether triangle or quad pass, whether to include frustum corners, etc) More...
 
class  CompositorPassQuadDef
 
class  CompositorPassScene
 Implementation of CompositorPass This implementation will perform main rendering, selecting several parameters (like viewport's visibility mask, first and last render queue to render) it will render the main scene. More...
 
class  CompositorPassSceneDef
 
class  CompositorPassStencil
 Implementation of CompositorPass This implementation will clear the RenderTarget using the parameters from definition (rectangle area, which buffers, what values, etc) More...
 
class  CompositorPassStencilDef
 
class  CompositorPassTranslator
 
class  CompositorShadowMapTargetTranslator
 
class  CompositorShadowNode
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  CompositorShadowNodeDef
 Shadow Nodes are special nodes (not to be confused with. More...
 
class  CompositorShadowNodeTranslator
 
class  CompositorTargetDef
 
class  CompositorTargetTranslator
 
class  CompositorTextureBaseTranslator
 
class  CompositorWorkspace
 A compositor workspace is the main interface to render into an RT, be it a RenderWindow or an RTT (Render Texture Target). More...
 
class  CompositorWorkspaceDef
 CompositorWorkspace. More...
 
class  CompositorWorkspaceListener
 
class  CompositorWorkspaceTranslator
 
struct  ConcreteNode
 
class  ConfigDialog
 Defines the behaviour of an automatic renderer configuration dialog. More...
 
class  ConfigFile
 Class for quickly loading settings from a text file. More...
 
class  ConstMapIterator
 Concrete IteratorWrapper for const access to the underlying key-value container. More...
 
struct  ConstMapRange
 Predefined type. More...
 
class  ConstVectorIterator
 Concrete IteratorWrapper for const access to the underlying container. More...
 
struct  ConstVectorRange
 Predefined type. More...
 
class  Controller
 Instances of this class 'control' the value of another object in the system. More...
 
class  ControllerFunction
 Subclasses of this class are responsible for performing a function on an input value for a Controller. More...
 
class  ControllerManager
 Class for managing Controller instances. More...
 
class  ControllerValue
 Can either be used as an input or output value. More...
 
class  ConvexBody
 Holds a solid representation of a convex body. More...
 
class  CPreprocessor
 This is a simplistic C/C++-like preprocessor. More...
 
class  CreateCompositorScriptCompilerEvent
 
class  CreateGpuProgramScriptCompilerEvent
 
class  CreateGpuSharedParametersScriptCompilerEvent
 
class  CreateHighLevelGpuProgramScriptCompilerEvent
 
class  CreateMaterialScriptCompilerEvent
 
class  CreateParticleSystemScriptCompilerEvent
 
struct  CullFrustumRequest
 All variables are read-only for the worker threads. More...
 
class  CustomCompositionPass
 Interface for custom composition passes, allowing custom operations (in addition to the quad, scene and clear operations) in composition passes. More...
 
class  CylinderEmitter
 Particle emitter which emits particles randomly from points inside a cylinder. More...
 
class  CylinderEmitterFactory
 Factory class for particle emitter of type "Cylinder". More...
 
class  D3D11DepthBuffer
 
class  D3D11Device
 
class  D3D11Driver
 
class  D3D11DriverList
 
class  D3D11GpuDomainProgram
 Direct3D implementation of low-level vertex programs. More...
 
class  D3D11GpuFragmentProgram
 Direct3D implementation of low-level fragment programs. More...
 
class  D3D11GpuGeometryProgram
 Direct3D implementation of low-level geometry programs. More...
 
class  D3D11GpuHullProgram
 Direct3D implementation of low-level vertex programs. More...
 
class  D3D11GpuProgram
 Direct3D implementation of a few things common to low-level vertex & fragment programs. More...
 
class  D3D11GpuProgramManager
 
class  D3D11GpuVertexProgram
 Direct3D implementation of low-level vertex programs. More...
 
class  D3D11HardwareBuffer
 Base implementation of a D3D11 buffer, dealing with all the common aspects. More...
 
class  D3D11HardwareBufferManager
 D3D11HardwareBufferManagerBase as a Singleton. More...
 
class  D3D11HardwareBufferManagerBase
 Implementation of HardwareBufferManager for D3D11. More...
 
class  D3D11HardwareIndexBuffer
 
class  D3D11HardwareOcclusionQuery
 This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
 
class  D3D11HardwarePixelBuffer
 
class  D3D11HardwareUniformBuffer
 Specialisation of HardwareBuffer for D3D11. More...
 
class  D3D11HardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for D3D11. More...
 
class  D3D11HLSLProgram
 Specialization of HighLevelGpuProgram to provide support for D3D11 High-Level Shader Language (HLSL). More...
 
class  D3D11HLSLProgramFactory
 Factory class for D3D11 HLSL programs. More...
 
class  D3D11Mappings
 
class  D3D11MultiRenderTarget
 
class  D3D11Plugin
 Plugin instance for D3D11 Manager. More...
 
class  D3D11RenderSystem
 Implementation of DirectX11 as a rendering system. More...
 
class  D3D11RenderTexture
 RenderTexture implementation for D3D11. More...
 
class  D3D11RenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  D3D11RenderWindowBase
 
class  D3D11RenderWindowCoreWindow
 
class  D3D11RenderWindowHwnd
 
class  D3D11RenderWindowImageSource
 
class  D3D11RenderWindowSwapChainBased
 
class  D3D11Texture
 
class  D3D11TextureManager
 
class  D3D11VertexDeclaration
 Specialisation of VertexDeclaration for D3D11. More...
 
class  D3D11VideoMode
 
class  D3D11VideoModeList
 
class  D3D9DepthBuffer
 
class  D3D9Device
 High level interface of Direct3D9 Device. More...
 
class  D3D9DeviceManager
 Device manager interface. More...
 
class  D3D9Driver
 
class  D3D9DriverList
 
class  D3D9GpuFragmentProgram
 Direct3D implementation of low-level fragment programs. More...
 
class  D3D9GpuProgram
 Direct3D implementation of a few things common to low-level vertex & fragment programs. More...
 
class  D3D9GpuProgramManager
 
class  D3D9GpuVertexProgram
 Direct3D implementation of low-level vertex programs. More...
 
class  D3D9HardwareBufferManager
 D3D9HardwareBufferManagerBase as a Singleton. More...
 
class  D3D9HardwareBufferManagerBase
 Implementation of HardwareBufferManager for D3D9. More...
 
class  D3D9HardwareIndexBuffer
 
class  D3D9HardwareOcclusionQuery
 This is a class that is the DirectX9 implementation of hardware occlusion testing. More...
 
class  D3D9HardwarePixelBuffer
 
class  D3D9HardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for D3D9. More...
 
class  D3D9HLSLProgram
 Specialisation of HighLevelGpuProgram to provide support for D3D9 High-Level Shader Language (HLSL). More...
 
class  D3D9HLSLProgramFactory
 Factory class for D3D9 HLSL programs. More...
 
class  D3D9Mappings
 
class  D3D9MultiRenderTarget
 
class  D3D9Plugin
 Plugin instance for D3D9 Manager. More...
 
class  D3D9RenderSystem
 Implementation of DirectX9 as a rendering system. More...
 
class  D3D9RenderTexture
 RenderTexture implementation for D3D9. More...
 
class  D3D9RenderWindow
 
class  D3D9Resource
 Represents a Direct3D rendering resource. More...
 
class  D3D9ResourceManager
 
class  D3D9Texture
 
class  D3D9TextureManager
 
class  D3D9VertexDeclaration
 Specialisation of VertexDeclaration for D3D9. More...
 
class  D3D9VideoMode
 
class  D3D9VideoModeList
 
class  DataStream
 General purpose class used for encapsulating the reading and writing of data. More...
 
class  DDSCodec
 Codec specialized in loading DDS (Direct Draw Surface) images. More...
 
class  DefaultAxisAlignedBoxSceneQuery
 Default implementation of AxisAlignedBoxSceneQuery. More...
 
class  DefaultHardwareBufferManager
 DefaultHardwareBufferManager as a Singleton. More...
 
class  DefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManagerBase to emulate hardware buffers. More...
 
class  DefaultHardwareCounterBuffer
 Specialisation of HardwareCounterBuffer for emulation. More...
 
class  DefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
 
class  DefaultHardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for emulation. More...
 
class  DefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
 
class  DefaultIntersectionSceneQuery
 Default implementation of IntersectionSceneQuery. More...
 
class  DefaultPlaneBoundedVolumeListSceneQuery
 Default implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  DefaultRaySceneQuery
 Default implementation of RaySceneQuery. More...
 
class  DefaultSceneManager
 Default scene manager. More...
 
class  DefaultSceneManagerFactory
 Factory for default scene manager. More...
 
class  DefaultShadowCameraSetup
 Implements default shadow camera setup. More...
 
class  DefaultSphereSceneQuery
 Default implementation of SphereSceneQuery. More...
 
class  DefaultWorkQueue
 Implementation of a general purpose request / response style background work queue. More...
 
class  DefaultWorkQueueBase
 Base for a general purpose request / response style background work queue. More...
 
class  DefaultZone
 
class  DefaultZoneFactory
 
class  DeflateStream
 Stream which compresses / uncompresses data using the 'deflate' compression algorithm. More...
 
class  DeflectorPlaneAffector
 This class defines a ParticleAffector which deflects particles. More...
 
class  DeflectorPlaneAffectorFactory
 Factory class for DeflectorPlaneAffector. More...
 
class  Degree
 Wrapper class which indicates a given angle value is in Degrees. More...
 
class  DepthBuffer
 An abstract class that contains a depth/stencil buffer. More...
 
struct  deque
 
class  DirectionRandomiserAffector
 This class defines a ParticleAffector which applies randomness to the movement of the particles. More...
 
class  DirectionRandomiserAffectorFactory
 Factory class for DirectionRandomiserAffector. More...
 
class  DistanceLodBoxStrategy
 Level of detail strategy based on distance from camera to an object's bounding box. More...
 
class  DistanceLodSphereStrategy
 Level of detail strategy based on distance from camera to an object's bounding sphere. More...
 
class  DistanceLodStrategyBase
 Level of detail strategy based on distance from camera. More...
 
struct  DriverVersion
 DriverVersion is used by RenderSystemCapabilities and both GL and D3D9 to store the version of the current GPU driver. More...
 
class  DualQuaternion
 Implementation of a dual quaternion, i.e. More...
 
class  DynLib
 Resource holding data about a dynamic library. More...
 
class  DynLibManager
 Manager for Dynamic-loading Libraries. More...
 
class  EAGL2Support
 
class  EAGL2Window
 
class  EAGLES2Context
 
class  EAGLESContext
 
class  EAGLPBuffer
 
class  EAGLSupport
 
class  EAGLWindow
 
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  EGLContext
 
class  EGLPBuffer
 
class  EGLSupport
 
class  EGLWindow
 
class  EllipsoidEmitter
 Particle emitter which emits particles randomly from points inside an ellipsoid. More...
 
class  EllipsoidEmitterFactory
 Factory class for particle emitter of type "Ellipsoid". More...
 
class  EmbeddedZipArchiveFactory
 Specialisation of ZipArchiveFactory for embedded Zip files. 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...
 
struct  EntityMaterialLodChangedEvent
 Struct containing information about a material LOD change event for entities. More...
 
struct  EntityMeshLodChangedEvent
 Struct containing information about a mesh LOD change event for entities. More...
 
class  ErrorDialog
 Class for displaying the error dialog if Ogre fails badly. More...
 
class  ETCCodec
 Codec specialized in loading ETC (Ericsson Texture Compression) images. 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  ExceptionFactory
 Class implementing dispatch methods in order to construct by-value exceptions of a derived type based just on an exception code. More...
 
class  EXRCodec
 Codec specialized in loading OpenEXR high dynamic range images. 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  FastArray
 Lightweight implementation of std::vector. More...
 
class  FileHandleDataStream
 Common subclass of DataStream for handling data from C-style file handles. More...
 
struct  FileInfo
 Information about a file/directory within the archive will be returned using a FileInfo struct. More...
 
class  FileNotFoundException
 
class  FileStreamDataStream
 Common subclass of DataStream for handling data from std::basic_istream. 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  FileSystemLayer
 Provides methods to find out where the Ogre config files are stored and where logs and settings files should be written to. More...
 
class  FloatGpuParameterControllerValue
 Predefined controller value for setting a single floating- point value in a constant parameter of a vertex or fragment program. More...
 
class  FocusedShadowCameraSetup
 Implements the uniform shadow mapping algorithm in focused mode. More...
 
class  Font
 Class representing a font in the system. 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  FrameStats
 All return values are either in milliseconds or frames per second; but they're internally stored in microseconds. More...
 
class  FrameTimeControllerValue
 Predefined controller value for getting the latest frame time. 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...
 
class  GL3PlusContext
 Class that encapsulates an GL context. More...
 
class  GL3PlusDefaultHardwareBufferManager
 GL3PlusDefaultHardwareBufferManagerBase as a Singleton. More...
 
class  GL3PlusDefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManager to emulate hardware buffers. More...
 
class  GL3PlusDefaultHardwareCounterBuffer
 Specialisation of HardwareCounterBuffer for emulation. More...
 
class  GL3PlusDefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
 
class  GL3PlusDefaultHardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for emulation. More...
 
class  GL3PlusDefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
 
class  GL3PlusDepthBuffer
 
class  GL3PlusFBOManager
 Factory for GL Frame Buffer Objects, and related things. More...
 
class  GL3PlusFBOMultiRenderTarget
 MultiRenderTarget for OpenGL. More...
 
class  GL3PlusFBORenderTexture
 RenderTexture for GL FBO. More...
 
class  GL3PlusFrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GL3PlusGpuProgram
 Generalised low-level GL program, can be applied to multiple types (eg ARB and NV) More...
 
class  GL3PlusGpuProgramManager
 
class  GL3PlusHardwareBufferManager
 GL3PlusHardwareBufferManagerBase as a Singleton. More...
 
class  GL3PlusHardwareBufferManagerBase
 Implementation of HardwareBufferManager for OpenGL. More...
 
class  GL3PlusHardwareCounterBuffer
 Specialisation of HardwareCounterBuffer for OpenGL. More...
 
class  GL3PlusHardwareIndexBuffer
 
class  GL3PlusHardwareOcclusionQuery
 This is a class that is the base class of the query class for hardware occlusion. More...
 
class  GL3PlusHardwarePixelBuffer
 
class  GL3PlusHardwareShaderStorageBuffer
 Specialisation of HardwareUniformBuffer for the OpenGL Shader Storage Buffer. More...
 
class  GL3PlusHardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for OpenGL. More...
 
class  GL3PlusHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for OpenGL. More...
 
class  GL3PlusPixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GL3PlusPlugin
 Plugin instance for GL3Plus Manager. More...
 
class  GL3PlusRenderBuffer
 Renderbuffer surface. More...
 
class  GL3PlusRenderSystem
 Implementation of GL 3 as a rendering system. More...
 
class  GL3PlusRenderTexture
 Base class for GL Render Textures. More...
 
class  GL3PlusRenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  GL3PlusRTTManager
 Manager/factory for RenderTextures. More...
 
class  GL3PlusSupport
 
struct  GL3PlusSurfaceDesc
 GL surface descriptor. More...
 
class  GL3PlusTexture
 
class  GL3PlusTextureBuffer
 Texture surface. More...
 
class  GL3PlusTextureManager
 GL3Plus-specific implementation of a TextureManager. More...
 
class  GL3PlusVertexArrayObject
 Specialisation of VertexDeclaration for OpenGL Vertex Array Object usage. More...
 
class  GLArbGpuProgram
 Specialisation of the GL low-level program for ARB programs. More...
 
struct  GLAtomicCounterReference
 Structure used to keep track of named atomic counter uniforms in the linked program object. More...
 
class  GLContext
 Class that encapsulates an GL context. More...
 
class  GLCopyingRenderTexture
 
class  GLCopyingRTTManager
 Simple, copying manager/factory for RenderTextures. More...
 
class  GLDefaultHardwareBufferManager
 GLDefaultHardwareBufferManagerBase as a Singleton. More...
 
class  GLDefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManager to emulate hardware buffers. More...
 
class  GLDefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
 
class  GLDefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
 
class  GLDepthBuffer
 
class  GLES2Context
 Class that encapsulates an GL context. More...
 
class  GLES2CopyingRenderTexture
 
class  GLES2CopyingRTTManager
 Simple, copying manager/factory for RenderTextures. More...
 
class  GLES2DefaultHardwareBufferManager
 GLES2DefaultHardwareBufferManagerBase as a Singleton. More...
 
class  GLES2DefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManager to emulate hardware buffers. More...
 
class  GLES2DefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
 
class  GLES2DefaultHardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for emulation. More...
 
class  GLES2DefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
 
class  GLES2DepthBuffer
 
class  GLES2FBOManager
 Factory for GL ES 2 Frame Buffer Objects, and related things. More...
 
class  GLES2FBOMultiRenderTarget
 MultiRenderTarget for GL ES 2.x. More...
 
class  GLES2FBORenderTexture
 RenderTexture for GL ES 2 FBO. More...
 
class  GLES2FrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GLES2GpuProgram
 Generalised low-level GL program, can be applied to multiple types (eg ARB and NV) More...
 
class  GLES2GpuProgramManager
 
class  GLES2HardwareBufferManager
 GLES2HardwareBufferManagerBase as a Singleton. More...
 
class  GLES2HardwareBufferManagerBase
 Implementation of HardwareBufferManager for OpenGL ES. More...
 
class  GLES2HardwareIndexBuffer
 
class  GLES2HardwareOcclusionQuery
 
class  GLES2HardwarePixelBuffer
 
class  GLES2HardwareUniformBuffer
 Specialisation of HardwareUniformBuffer for OpenGL. More...
 
class  GLES2HardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for OpenGL ES. More...
 
class  GLES2PixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GLES2Plugin
 Plugin instance for GL ES 2 Manager. More...
 
class  GLES2RenderBuffer
 Renderbuffer surface. More...
 
class  GLES2RenderSystem
 Implementation of GL ES 2.x as a rendering system. More...
 
class  GLES2RenderTexture
 Base class for GL Render Textures. More...
 
class  GLES2RenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  GLES2RTTManager
 Manager/factory for RenderTextures. More...
 
class  GLES2StateCacheManager
 An in memory cache of the OpenGL ES state. More...
 
class  GLES2StateCacheManagerImp
 An in memory cache of the OpenGL ES state. More...
 
class  GLES2Support
 
struct  GLES2SurfaceDesc
 GL surface descriptor. More...
 
class  GLES2Texture
 
class  GLES2TextureBuffer
 Texture surface. More...
 
class  GLES2TextureManager
 GL ES-specific implementation of a TextureManager. More...
 
class  GLES2UniformCache
 An in memory cache of the OpenGL ES 2 uniforms. More...
 
class  GLES2UniformCacheImp
 An in memory cache of the OpenGL ES 2 uniforms. More...
 
class  GLES2VertexDeclaration
 Specialisation of VertexDeclaration for OpenGL ES 2 Vertex Array Object usage. More...
 
class  GLESContext
 Class that encapsulates an GL context. More...
 
class  GLESCopyingRenderTexture
 
class  GLESCopyingRTTManager
 Simple, copying manager/factory for RenderTextures. More...
 
class  GLESDefaultHardwareBufferManager
 GLESDefaultHardwareBufferManagerBase as a Singleton. More...
 
class  GLESDefaultHardwareBufferManagerBase
 Specialisation of HardwareBufferManager to emulate hardware buffers. More...
 
class  GLESDefaultHardwareIndexBuffer
 Specialisation of HardwareIndexBuffer for emulation. More...
 
class  GLESDefaultHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for emulation. More...
 
class  GLESDepthBuffer
 
class  GLESFBOManager
 Factory for GL Frame Buffer Objects, and related things. More...
 
class  GLESFBOMultiRenderTarget
 MultiRenderTarget for GL ES. More...
 
class  GLESFBORenderTexture
 RenderTexture for GL ES FBO. More...
 
class  GLESFrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GLESGpuProgramManager
 
class  GLESHardwareBufferManager
 GLESHardwareBufferManagerBase as a Singleton. More...
 
class  GLESHardwareBufferManagerBase
 Implementation of HardwareBufferManager for OpenGL ES. More...
 
class  GLESHardwareIndexBuffer
 
class  GLESHardwarePixelBuffer
 
class  GLESHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for OpenGL ES. More...
 
class  GLESPBRenderTexture
 
class  GLESPBRTTManager
 Manager for rendertextures and PBuffers (offscreen rendering contexts) More...
 
class  GLESPBuffer
 
class  GLESPixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GLESPlugin
 Plugin instance for GL Manager. More...
 
class  GLESRenderBuffer
 Renderbuffer surface. More...
 
class  GLESRenderSystem
 Implementation of GL as a rendering system. More...
 
class  GLESRenderTexture
 Base class for GL Render Textures. More...
 
class  GLESRTTManager
 Manager/factory for RenderTextures. More...
 
class  GLESStateCacheManager
 An in memory cache of the OpenGL ES state. More...
 
class  GLESStateCacheManagerImp
 An in memory cache of the OpenGL ES state. More...
 
class  GLESSupport
 
struct  GLESSurfaceDesc
 GL surface descriptor. More...
 
class  GLESTexture
 
class  GLESTextureBuffer
 Texture surface. More...
 
class  GLESTextureManager
 GL ES-specific implementation of a TextureManager. More...
 
class  GLFBOManager
 Factory for GL Frame Buffer Objects, and related things. More...
 
class  GLFBOMultiRenderTarget
 MultiRenderTarget for GL. More...
 
class  GLFBORenderTexture
 RenderTexture for GL FBO. More...
 
class  GLFrameBufferObject
 Frame Buffer Object abstraction. More...
 
class  GLGpuNvparseProgram
 
class  GLGpuProgram
 Generalised low-level GL program, can be applied to multiple types (eg ARB and NV) More...
 
class  GLGpuProgramManager
 
class  GLHardwareBufferManager
 GLHardwareBufferManagerBase as a Singleton. More...
 
class  GLHardwareBufferManagerBase
 Implementation of HardwareBufferManager for OpenGL. More...
 
class  GLHardwareIndexBuffer
 
class  GLHardwareOcclusionQuery
 This is a class that is the base class of the query class for hardware occlusion. More...
 
class  GLHardwarePixelBuffer
 
class  GLHardwareVertexBuffer
 Specialisation of HardwareVertexBuffer for OpenGL. More...
 
class  GLPBRenderTexture
 
class  GLPBRTTManager
 Manager for rendertextures and PBuffers (offscreen rendering contexts) More...
 
class  GLPBuffer
 An off-screen rendering context. More...
 
class  GLPixelUtil
 Class to do pixel format mapping between GL and OGRE. More...
 
class  GLPlugin
 Plugin instance for GL Manager. More...
 
class  GLRenderBuffer
 Renderbuffer surface. More...
 
class  GLRenderSystem
 Implementation of GL as a rendering system. More...
 
class  GLRenderTexture
 Base class for GL Render Textures. More...
 
class  GLRenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  GLRTTManager
 Manager/factory for RenderTextures. More...
 
class  GLSLESCgProgram
 Specialisation of HighLevelGpuProgram to provide support for CG. More...
 
class  GLSLESCgProgramFactory
 Factory class for GLSL ES programs. More...
 
class  GLSLESGpuProgram
 GLSL ES low level compiled shader object - this class is used to get at the linked program object and provide an interface for GLES2RenderSystem calls. More...
 
class  GLSLESLinkProgram
 C++ encapsulation of GLSL ES Program Object. More...
 
class  GLSLESLinkProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLESProgram
 Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
 
class  GLSLESProgramCommon
 C++ encapsulation of GLSL ES Program Object. More...
 
class  GLSLESProgramFactory
 Factory class for GLSL ES programs. More...
 
class  GLSLESProgramManagerCommon
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLESProgramPipeline
 Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL ES) for OpenGL ES 2.0. More...
 
class  GLSLESProgramPipelineManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...
 
class  GLSLGpuProgram
 GLSL low level compiled shader object - this class is used to get at the linked program object and provide an interface for GL3PlusRenderSystem calls. More...
 
class  GLSLLinkProgram
 C++ encapsulation of GLSL Program Object. More...
 
class  GLSLLinkProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLMonolithicProgram
 Model of OpenGL program object created using the glLinkProgram method of linking. More...
 
class  GLSLMonolithicProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program object that represents the active vertex and fragment shader objects during a rendering state. More...
 
class  GLSLProgram
 C++ encapsulation of GLSL program object. More...
 
class  GLSLProgramCommon
 C++ encapsulation of GLSL Program Object. More...
 
class  GLSLProgramFactory
 Factory class for GLSL programs. More...
 
class  GLSLProgramManager
 Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state. More...
 
class  GLSLProgramManagerCommon
 Ogre assumes that there are separate programs to deal with but GLSL has one program object that represents the active shader objects during a rendering state. More...
 
class  GLSLProgramPipeline
 Specialisation of HighLevelGpuProgram to provide support for OpenGL Shader Language (GLSL) for OpenGL. More...
 
class  GLSLProgramPipelineManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL ES has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...
 
class  GLSLSeparableProgram
 Specialisation of GLSLProgram to provide support for separable programs via the OpenGL program pipeline. More...
 
class  GLSLSeparableProgramManager
 Ogre assumes that there are separate vertex and fragment programs to deal with but GLSL has one program pipeline object that represents the active vertex and fragment program objects during a rendering state. More...
 
class  GLSLShader
 Specialisation of HighLevelGpuProgram to encapsulate shader objects obtained from compiled shaders written in the OpenGL Shader Language (GLSL). More...
 
class  GLSLShaderFactory
 Factory class for GLSL shaders. More...
 
class  GLSLShaderManager
 
class  GLStateCacheManager
 An in memory cache of the OpenGL state. More...
 
class  GLStateCacheManagerImp
 An in memory cache of the OpenGL state. More...
 
class  GLSupport
 
struct  GLSurfaceDesc
 GL surface descriptor. More...
 
class  GLTexture
 
class  GLTextureBuffer
 Texture surface. More...
 
class  GLTextureManager
 GL-specific implementation of a TextureManager. More...
 
class  GLUniformCache
 An in memory cache of the OpenGL uniforms. More...
 
class  GLUniformCacheImp
 An in memory cache of the OpenGL ES 2 uniforms. More...
 
struct  GLUniformReference
 Structure used to keep track of named uniforms in the linked program object. More...
 
class  GLXContext
 
class  GLXGLSupport
 
class  GLXPBuffer
 
class  GLXUtils
 
class  GLXWindow
 
struct  GpuConstantDefinition
 Information about predefined program constants. More...
 
struct  GpuLogicalBufferStruct
 Container struct to allow params to safely & update shared list of logical buffer assignments. More...
 
struct  GpuLogicalIndexUse
 Structure recording the use of a physical buffer by a logical parameter index. More...
 
struct  GpuNamedConstants
 Struct collecting together the information for named constants. More...
 
class  GpuNamedConstantsSerializer
 Simple class for loading / saving GpuNamedConstants. More...
 
class  GpuProgram
 Defines a program which runs on the GPU such as a vertex or fragment program. More...
 
class  GpuProgramManager
 
class  GpuProgramParameters
 Collects together the program parameters used for a GpuProgram. More...
 
class  GpuProgramTranslator
 
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  GpuSharedParameters
 Definition of container that holds the current bool constants. More...
 
class  GpuSharedParametersUsage
 This class records the usage of a set of shared parameters in a concrete set of GpuProgramParameters. More...
 
class  Grid2DPageStrategy
 Page strategy which loads new pages based on a regular 2D grid. More...
 
class  Grid2DPageStrategyData
 Specialisation of PageStrategyData for Grid2DPageStrategy. More...
 
class  Grid3DPageStrategy
 Page strategy which loads new pages based on a regular 3D grid. More...
 
class  Grid3DPageStrategyData
 Specialisation of PageStrategyData for Grid3DPageStrategy. More...
 
class  GTKGLSupport
 GL support in a GTK window. More...
 
class  GTKWindow
 
class  HardwareBuffer
 Abstract class defining common features of hardware buffers. More...
 
class  HardwareBufferLicensee
 Abstract interface representing a 'licensee' of a hardware buffer copy. More...
 
struct  HardwareBufferLockGuard
 Locking helper. More...
 
class  HardwareBufferManager
 Singleton wrapper for hardware buffer manager. More...
 
class  HardwareBufferManagerBase
 Base definition of a hardware buffer manager. More...
 
class  HardwareCounterBuffer
 Specialisation of HardwareBuffer for a counter buffer. More...
 
class  HardwareCounterBufferSharedPtr
 Shared pointer implementation used to share counter buffers. 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  HardwareUniformBuffer
 Specialisation of HardwareBuffer for a uniform buffer. More...
 
class  HardwareUniformBufferSharedPtr
 Shared pointer implementation used to share uniform buffers. More...
 
class  HardwareVertexBuffer
 Specialisation of HardwareBuffer for a vertex buffer. More...
 
class  HardwareVertexBufferSharedPtr
 Shared pointer implementation used to share vertex buffers. More...
 
class  HashedVector
 A hashed vector. More...
 
class  HighLevelGpuProgram
 Abstract base class representing a high-level program (a vertex or fragment program). More...
 
class  HighLevelGpuProgramFactory
 Interface definition for factories of HighLevelGpuProgram. More...
 
class  HighLevelGpuProgramManager
 This ResourceManager manages high-level vertex and fragment programs. More...
 
class  Hlms
 HLMS stands for "High Level Material System". More...
 
struct  HlmsCache
 
class  HlmsManager
 HLMS stands for "High Level Material System". More...
 
struct  HlmsParam
 
struct  HlmsParamPbs
 
struct  HlmsProperty
 
class  HollowEllipsoidEmitter
 Particle emitter which emits particles randomly from points inside a hollow ellipsoid. More...
 
class  HollowEllipsoidEmitterFactory
 Factory class for particle emitter of type "HollowEllipsoid". More...
 
class  Id
 Usage: OGRE_NEW SceneNode( Id::generateNewId< Node >() ) More...
 
class  IdObject
 
struct  IdString
 Hashed string. More...
 
struct  IlluminationPass
 Struct recording a pass which can be used for a specific illumination stage. More...
 
class  Image
 Class representing an image file. More...
 
class  ImageCodec
 Codec specialized in images. More...
 
class  ImportAbstractNode
 This abstract node represents an import statement. More...
 
class  IndexData
 Summary class collecting together index data source information. More...
 
class  InstanceBatch
 InstanceBatch forms part of the new Instancing system This is an abstract class that must be derived to implement different instancing techniques (. More...
 
struct  InstanceBatchCullRequest
 
class  InstanceBatchHW
 This is technique requires true instancing hardware support. More...
 
class  InstanceBatchHW_VTF
 Instancing implementation using vertex texture through Vertex Texture Fetch (VTF) and hardware instancing. More...
 
class  InstanceBatchShader
 This is the same technique the old "InstancedGeometry" implementation used (with improvements). More...
 
class  InstanceBatchVTF
 
class  InstancedEntity
 
class  InstanceManager
 This is the main starting point for the new instancing system. More...
 
struct  InstanceManagerCmp
 
class  InternalErrorException
 
class  IntersectionSceneQuery
 Separate SceneQuery class to query for pairs of objects which are possibly intersecting one another. 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  InvalidParametersException
 
class  InvalidStateException
 
class  IOException
 
struct  isPodLike
 
struct  isPodLike< bool >
 
struct  isPodLike< char >
 
struct  isPodLike< double >
 
struct  isPodLike< float >
 
struct  isPodLike< int >
 
struct  isPodLike< long >
 
struct  isPodLike< short >
 
struct  isPodLike< signed char >
 
struct  isPodLike< std::pair< T, U > >
 
struct  isPodLike< T * >
 
struct  isPodLike< unsigned >
 
struct  isPodLike< unsigned char >
 
struct  isPodLike< unsigned long >
 
struct  isPodLike< unsigned short >
 
class  ItemIdentityException
 
class  iterator_range
 Base for an iterator_range. More...
 
class  IteratorWrapper
 Basefunctionality for IteratorWrappers. More...
 
class  KeyFrame
 A key frame in an animation sequence defined by an AnimationTrack. More...
 
struct  KeyFrameRig
 
struct  KfTransform
 Holds the transform of a KeyFrame (which is part of an animation) More...
 
class  KfTransformArrayMemoryManager
 Implementation to create the KfTransform variables needed by SkeletonTrack SkeletonAnimationDef and. More...
 
class  LayerBlendModeEx
 Class which manages blending of both colour and alpha components. More...
 
class  Light
 Representation of a dynamic light source in the scene. More...
 
struct  LightClosest
 Used as the light list, sorted. More...
 
class  LightFactory
 Factory object for creating Light instances. More...
 
struct  LightListInfo
 Holds all lights in SoA after being culled over all frustums. More...
 
class  LightweightMutex
 A lightweight mutex is a synchronization mechanism, very similar to a regular mutex. More...
 
class  LinearForceAffector
 This class defines a ParticleAffector which applies a linear force to particles in a system. More...
 
class  LinearForceAffectorFactory
 Factory class for LinearForceAffector. More...
 
struct  LinearResampler
 
struct  LinearResampler_Byte
 
struct  LinearResampler_Float32
 
struct  LinkedSkeletonAnimationSource
 Link to another skeleton to share animations. More...
 
struct  list
 
class  LodCollapseCost
 
class  LodCollapseCostCurvature
 
class  LodCollapseCostOutside
 
class  LodCollapseCostProfiler
 
class  LodCollapseCostQuadric
 
class  LodCollapser
 
struct  LodConfig
 
class  LodConfigSerializer
 
struct  LodData
 
struct  LodIndexBuffer
 Thread-safe buffer for storing Hardware index buffer. More...
 
struct  LodInputBuffer
 Data representing all required information from a Mesh. Used by LodInputProviderBuffer. More...
 
class  LodInputProvider
 
class  LodInputProviderBuffer
 
class  LodInputProviderMesh
 
struct  LodLevel
 Structure for automatic Lod configuration. More...
 
class  LodListener
 A interface class defining a listener which can be used to receive notifications of LOD events. More...
 
struct  LodOutputBuffer
 Data representing the output of the Mesh reduction. Used by LodOutputProviderBuffer. More...
 
class  LodOutputProvider
 
class  LodOutputProviderBuffer
 
class  LodOutputProviderCompressedBuffer
 
class  LodOutputProviderCompressedMesh
 
class  LodOutputProviderMesh
 
class  LodOutsideMarker
 This class will mark vertices of a mesh, which are visible from far away (from outside). More...
 
class  LodStrategy
 Strategy for determining level of detail. More...
 
class  LodStrategyManager
 Manager for LOD strategies. More...
 
struct  LodVertexBuffer
 Thread-safe buffer for storing Hardware vertex buffer. More...
 
class  LodWorkQueueInjector
 Injects the output of a request to the mesh in a thread safe way. More...
 
class  LodWorkQueueInjectorListener
 
struct  LodWorkQueueRequest
 
class  LodWorkQueueWorker
 Processes requests. More...
 
class  Log
 
class  LogListener
 
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  ManualResourceLoader
 Interface describing a manual resource loader. More...
 
struct  map
 
class  MapIterator
 Concrete IteratorWrapper for nonconst access to the underlying key-value container. More...
 
class  MapIteratorWrapper
 Prepared IteratorWrapper for key-value container. More...
 
struct  MapRange
 Predefined type. More...
 
class  Material
 Class encapsulates rendering properties of an object. More...
 
class  MaterialManager
 Class for managing Material settings for Ogre. More...
 
struct  MaterialScriptContext
 Struct for holding the script context while parsing. More...
 
struct  MaterialScriptProgramDefinition
 Struct for holding a program definition which is in progress. More...
 
class  MaterialSerializer
 Class for serializing Materials to / from a .material script. More...
 
class  MaterialTranslator
 
class  Math
 Class to provide access to common mathematical functions. More...
 
class  MathlibC
 
class  Matrix3
 A 3x3 matrix which can represent rotations around axes. More...
 
class  Matrix4
 Class encapsulating a standard 4x4 homogeneous matrix. More...
 
class  MemoryDataStream
 Common subclass of DataStream for handling data from chunks of memory. More...
 
class  Mesh
 Resource holding data about 3D mesh. More...
 
class  MeshLodGenerator
 
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_1
 Class for providing backwards-compatibility for loading version 1.1 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_3
 Class for providing backwards-compatibility for loading version 1.3 of the .mesh format. More...
 
class  MeshSerializerImpl_v1_4
 Class for providing backwards-compatibility for loading version 1.4 of the .mesh format. More...
 
class  MeshSerializerImpl_v1_41
 Class for providing backwards-compatibility for loading version 1.41 of the .mesh format. More...
 
class  MeshSerializerImpl_v1_8
 Class for providing backwards-compatibility for loading version 1.8 of the .mesh format. More...
 
class  MeshSerializerListener
 
class  MovableObject
 Abstract class defining 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...
 
struct  MovableObjectLodChangedEvent
 Struct containing information about a LOD change event for movable objects. More...
 
class  MovablePlane
 Definition of a Plane that may be attached to a node, and the derived details of it retrieved simply. More...
 
struct  multimap
 
class  MultiRenderTarget
 This class represents a render target that renders to multiple RenderTextures at once. More...
 
class  NaClGLContext
 
class  NaClGLSupport
 
class  NaClWindow
 
class  NameGenerator
 Utility class to generate a sequentially numbered series of names. More...
 
struct  NearestResampler
 
class  NedAlignedAllocPolicy
 An allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2). More...
 
class  NedAllocImpl
 Non-templated utility class just to hide nedmalloc. More...
 
class  NedAllocPolicy
 An allocation policy for use with AllocatedObject and STLAllocator. More...
 
class  NedPoolingAlignedPolicy
 An allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2). More...
 
class  NedPoolingImpl
 Non-templated utility class just to hide nedmalloc. More...
 
class  NedPoolingPolicy
 An allocation policy for use with AllocatedObject and STLAllocator. More...
 
class  Node
 Class representing a general-purpose node an articulated scene graph. More...
 
class  NodeAnimationTrack
 Specialised AnimationTrack for dealing with node transforms. More...
 
class  NodeArrayMemoryManager
 Implementation to create the Transform variables needed by Nodes & SceneNodes. More...
 
class  NodeMemoryManager
 Wrap-around class that contains multiple ArrayMemoryManager, one per hierarchy depth. More...
 
class  NullEntity
 
class  NumericAnimationTrack
 Specialised AnimationTrack for dealing with generic animable values. More...
 
class  NumericKeyFrame
 Specialised KeyFrame which stores any numeric value. More...
 
class  NumericSolver
 Provides numeric solvers for Ogre. More...
 
class  ObjectAbstractNode
 This specific abstract node represents a script object. More...
 
struct  ObjectData
 Represents the transform of a single object, arranged in SoA (Structure of Arrays) More...
 
class  ObjectDataArrayMemoryManager
 Implementation to create the ObjectData variables needed by MovableObjects. More...
 
class  ObjectMemoryManager
 Wrap-around class that contains multiple ArrayMemoryManager, one per render queue. More...
 
class  Octree
 Octree datastructure for managing scene nodes. More...
 
class  OctreeAxisAlignedBoxSceneQuery
 Octree implementation of AxisAlignedBoxSceneQuery. More...
 
class  OctreeCamera
 Specialized viewpoint from which an Octree can be rendered. More...
 
class  OctreeIntersectionSceneQuery
 Octree implementation of IntersectionSceneQuery. More...
 
class  OctreeNode
 Specialized SceneNode that is customized for working within an Octree. More...
 
class  OctreePlaneBoundedVolumeListSceneQuery
 Octree implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  OctreePlugin
 Plugin instance for Octree Manager. More...
 
class  OctreeRaySceneQuery
 Octree implementation of RaySceneQuery. More...
 
class  OctreeSceneManager
 Specialized SceneManager that divides the geometry into an octree in order to facilitate spatial queries. More...
 
class  OctreeSceneManagerFactory
 Factory for OctreeSceneManager. More...
 
class  OctreeSphereSceneQuery
 Octree implementation of SphereSceneQuery. More...
 
class  OctreeZone
 
class  OctreeZoneData
 
class  OctreeZoneFactory
 Factory for OctreeZone. More...
 
class  OctreeZonePlugin
 Plugin instance for OctreeZone. More...
 
class  OGREWidget
 
class  OldBone
 A bone in a skeleton. More...
 
class  OldNode
 Class representing a general-purpose OldNode an articulated scene graph. More...
 
class  OldNodeAnimationTrack
 Specialised AnimationTrack for dealing with node transforms. More...
 
class  OldSkeletonInstance
 A OldSkeletonInstance is a single instance of a Skeleton used by a world object. More...
 
class  OldSkeletonManager
 Handles the management of skeleton resources. More...
 
class  OptimisedUtil
 Utility class for provides optimised functions. More...
 
class  OSXCarbonContext
 
class  OSXCarbonWindow
 
class  OSXCGLContext
 
class  OSXCocoaContext
 
class  OSXContext
 Class that encapsulates an GL context. More...
 
class  OSXGL3PlusSupport
 
class  OSXGLSupport
 
class  OSXPBuffer
 
class  OSXWindow
 
class  OutsideMarker
 This class will mark vertices of a mesh, which are visible from far away (from outside). 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  OverlayManager
 Manages Overlay objects, parsing them from .overlay files and storing a lookup library of them. More...
 
class  OverlayProfileSessionListener
 Concrete impl. More...
 
class  OverlaySystem
 This class simplify initialization / finalization of the overlay system. More...
 
class  Page
 Page class. More...
 
class  PageContent
 Interface definition for a unit of content within a page. More...
 
class  PageContentCollection
 Definition of the interface for a collection of PageContent instances. More...
 
class  PageContentCollectionFactory
 Define the interface to a factory class that will create subclasses of PageContentCollection. More...
 
class  PageContentFactory
 Define the interface to a factory class that will create subclasses of PageContent. More...
 
class  PagedWorld
 This class represents a collection of pages which make up a world. More...
 
class  PagedWorldSection
 Represents a section of the PagedWorld which uses a given PageStrategy, and which is made up of a generally localised set of Page instances. More...
 
class  PagedWorldSectionFactory
 A factory class for creating types of world section. More...
 
class  PageManager
 The PageManager is the entry point through which you load all PagedWorld instances, and the place where PageStrategy instances and factory classes are registered to customise the paging behaviour. More...
 
class  PageProvider
 Abstract class that can be implemented by the user application to provide a way to retrieve or generate page data from a source of their choosing. More...
 
class  PageStrategy
 Defines the interface to a strategy class which is responsible for deciding when Page instances are requested for addition and removal from the paging system. More...
 
class  PageStrategyData
 Abstract marker class representing the data held against the PagedWorldSection which is specifically used by the PageStrategy. More...
 
class  PanelOverlayElement
 OverlayElement representing a flat, single-material (or transparent) panel which can contain other elements. More...
 
class  PanelOverlayElementFactory
 Factory for creating PanelOverlayElement instances. 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  ParameterDef
 Definition of a parameter supported by a StringInterface class, for introspection. 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  ParticleAffectorTranslator
 
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  ParticleEmitterTranslator
 
class  ParticleFXPlugin
 Plugin instance for ParticleFX Manager. 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  ParticleSystemFactory
 Factory object for creating ParticleSystem instances. More...
 
class  ParticleSystemManager
 Manages particle systems, particle system scripts (templates) and the available emitter & affector factories. 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  ParticleSystemTranslator
 
class  ParticleVisualData
 Abstract class containing any additional data required to be associated with a particle to perform the required rendering. More...
 
class  Pass
 Class defining a single pass of a Technique (of a Material), i.e. More...
 
class  PassthroughControllerFunction
 Predefined controller function which just passes through the original source directly to dest. More...
 
class  PassTranslator
 
class  PatchMesh
 Patch specialisation of Mesh. More...
 
class  PatchSurface
 A surface which is defined by curves of some kind to form a patch, e.g. More...
 
class  PCPlane
 
class  PCZAxisAlignedBoxSceneQuery
 PCZ implementation of AxisAlignedBoxSceneQuery. More...
 
class  PCZCamera
 Specialized viewpoint from which an PCZone Scene can be rendered. More...
 
class  PCZFrustum
 Specialized frustum shaped culling volume that has culling planes created from portals. More...
 
class  PCZIntersectionSceneQuery
 PCZ implementation of IntersectionSceneQuery. More...
 
class  PCZLight
 Specialized version of Ogre::Light which caches which zones the light affects. More...
 
class  PCZLightFactory
 Factory object for creating PCZLight instances. More...
 
class  PCZone
 Portal-Connected Zone datastructure for managing scene nodes. More...
 
class  PCZoneFactory
 Factory for PCZones. More...
 
class  PCZoneFactoryManager
 
class  PCZPlaneBoundedVolumeListSceneQuery
 PCZ implementation of PlaneBoundedVolumeListSceneQuery. More...
 
class  PCZPlugin
 Plugin instance for PCZ Manager. More...
 
class  PCZRaySceneQuery
 PCZ implementation of RaySceneQuery. More...
 
class  PCZSceneManager
 Specialized SceneManager that uses Portal-Connected-Zones to divide the scene spatially. More...
 
class  PCZSceneManagerFactory
 Factory for PCZSceneManager. More...
 
class  PCZSceneNode
 
class  PCZSphereSceneQuery
 PCZ implementation of SphereSceneQuery. More...
 
class  PixelBox
 
class  PixelCountLodStrategyBase
 Abstract base class for level of detail strategy based on pixel count approximations from bounding sphere projection. More...
 
struct  PixelFormatDescription
 A record that describes a pixel format in detail. 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  PlaneBoundedVolumeListSceneQuery
 Specialises the SceneQuery class for querying within a plane-bounded volume. More...
 
class  PlaneOptimalShadowCameraSetup
 Implements the plane optimal shadow camera algorithm. 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  PointEmitter
 Particle emitter which emits particles from a single point. More...
 
class  PointEmitterFactory
 Factory class for particle emitter of type "Point". More...
 
class  Polygon
 The class represents a polygon in 3D space. More...
 
class  Pool
 Template class describing a simple pool of items. More...
 
class  Portal
 Portal datastructure for connecting zones. More...
 
class  PortalBase
 PortalBase - Base class to Portal and AntiPortal classes. More...
 
class  PortalBaseFactory
 Factory object for creating Portal instances. More...
 
class  PortalFactory
 Factory object for creating Portal instances. More...
 
class  Pose
 A pose is a linked set of vertex offsets applying to one set of vertex data. More...
 
class  PreApplyTextureAliasesScriptCompilerEvent
 
class  PrefabFactory
 A factory class that can create various mesh prefabs. More...
 
class  ProcessNameExclusionScriptCompilerEvent
 
class  ProcessResourceNameScriptCompilerEvent
 
class  Profile
 An individual profile that will be processed by the Profiler. More...
 
struct  ProfiledEdge
 
struct  ProfileFrame
 Represents the total timing information of a profile since profiles can be called more than once each frame. More...
 
struct  ProfileHistory
 Represents a history of each profile during the duration of the app. More...
 
class  ProfileInstance
 Represents an individual profile call. More...
 
class  Profiler
 The profiler allows you to measure the performance of your code. More...
 
class  ProfileSessionListener
 ProfileSessionListener should be used to visualize profile results. More...
 
class  Property
 Property instance with passthrough calls to a given object. More...
 
class  PropertyAbstractNode
 This abstract node represents a script property. More...
 
class  PropertyBase
 Base interface for an instance of a property. More...
 
class  PropertyDef
 Definition of a property of an object. More...
 
class  PropertySet
 Defines a complete set of properties for a single object instance. More...
 
struct  PropertyValue
 A simple structure designed just as a holder of property values between the instances of objects they might target. More...
 
class  PSSMShadowCameraSetup
 Parallel Split Shadow Map (PSSM) shadow camera setup. More...
 
class  PVRTCCodec
 Codec specialized in loading PVRTC (PowerVR) images. More...
 
class  Quake3Level
 Support for loading and extracting data from a Quake3 level file. More...
 
class  Quake3Shader
 Class for recording Quake3 shaders. More...
 
class  Quake3ShaderManager
 Class for managing Quake3 custom shaders. More...
 
class  Quaternion
 Implementation of a Quaternion, i.e. More...
 
class  QueuedRenderableCollection
 Lowest level collection of renderables. More...
 
class  QueuedRenderableVisitor
 Visitor interface for items in a QueuedRenderableCollection. More...
 
class  Radian
 Wrapper class which indicates a given angle value is in Radians. More...
 
class  RadixSort
 Class for performing a radix sort (fast comparison-less sort based on byte value) on various standard STL containers. More...
 
class  RawSimdUniquePtr
 Similar to std::unique_ptr, but: Uses a custom allocator (OGRE_MALLOC_SIMD) Pointers must be really unique (RESTRICT_ALIAS modifier is used!) To access the pointer, use get(); instead of using this container directly The purpose of this container is to enclose a raw pointer while avoiding breaking the rule of 3 when copying. More...
 
class  Ray
 Representation of a ray in space, i.e. More...
 
class  RaySceneQuery
 Specialises the SceneQuery class for querying along a ray. 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  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 'depth_write off' materials. More...
 
class  RegionSceneQuery
 Abstract class defining a query which returns single results from a region. More...
 
class  Renderable
 Abstract class defining the interface all renderable objects must implement. More...
 
struct  RenderablePass
 Struct associating a single Pass with a single Renderable. More...
 
class  RenderingAPIException
 
class  RenderObjectListener
 Abstract interface which classes must implement if they wish to receive events from the scene manager when single object is about to be rendered. More...
 
class  RenderOperation
 'New' rendering operation using vertex buffers. More...
 
class  RenderPriorityGroup
 Collection of renderables by priority. More...
 
class  RenderQueue
 Class to manage the scene object rendering queue. More...
 
class  RenderQueueGroup
 A grouping level underneath RenderQueue which groups renderables to be issued at coarsely the same time to the renderer. 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...
 
class  RenderSystem
 Defines the functionality of a 3D API. More...
 
class  RenderSystemCapabilities
 singleton class for storing the capabilities of the graphics card. More...
 
class  RenderSystemCapabilitiesManager
 Class for managing RenderSystemCapabilities database for Ogre. More...
 
class  RenderSystemCapabilitiesSerializer
 Class for serializing RenderSystemCapabilities to / from a .rendercaps script. 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...
 
class  RenderTargetListener
 A interface class defining a listener which can be used to receive notifications of RenderTarget events. More...
 
struct  RenderTargetViewportEvent
 Struct containing information about a RenderTarget Viewport-specific event. More...
 
class  RenderTexture
 This class represents a RenderTarget that renders to a Texture. More...
 
class  RenderToVertexBuffer
 An object which renders geometry to a vertex. More...
 
class  RenderWindow
 Manages the target rendering window. More...
 
struct  RenderWindowDescription
 Render window creation parameters. More...
 
class  Resource
 Abstract class representing a loadable resource (e.g. 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  ResourceLoadingListener
 
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  RingEmitter
 Particle emitter which emits particles randomly from points inside a ring (e.g. More...
 
class  RingEmitterFactory
 Factory class for particle emitter of type "Ring". More...
 
class  Root
 The root class of the Ogre system. More...
 
class  RotationAffector
 This plugin subclass of ParticleAffector allows you to alter the rotation of particles. More...
 
class  RotationAffectorFactory
 Factory class for RotationAffector. More...
 
class  RotationalSpline
 This class interpolates orientations (rotations) along a spline using derivatives of quaternions. More...
 
class  RuntimeAssertionException
 
class  ScaleAffector
 This plugin subclass of ParticleAffector allows you to alter the scale of particles. More...
 
class  ScaleAffectorFactory
 Factory class for ScaleAffector. More...
 
class  ScaleControllerFunction
 Predefined controller function which simply scales an input to an output value. More...
 
class  SceneManager
 Manages the organisation and rendering of a 'scene' i.e. More...
 
class  SceneManagerEnumerator
 Enumerates the SceneManager classes available to applications. More...
 
class  SceneManagerFactory
 Class which will create instances of a given SceneManager. More...
 
struct  SceneManagerMetaData
 Structure containing information about a scene manager. 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  ScreenRatioPixelCountLodStrategy
 
class  ScriptCompiler
 This is the main class for the compiler. More...
 
class  ScriptCompilerEvent
 This struct is a base class for events which can be thrown by the compilers and caught by subscribers. More...
 
class  ScriptCompilerListener
 This is a listener for the compiler. More...
 
class  ScriptCompilerManager
 Manages threaded compilation of scripts. More...
 
class  ScriptLexer
 
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  ScriptParser
 
struct  ScriptToken
 This struct represents a token, which is an ID'd lexeme from the parsing input stream. More...
 
class  ScriptTranslator
 This class translates script AST (abstract syntax tree) into Ogre resources. More...
 
class  ScriptTranslatorManager
 The ScriptTranslatorManager manages the lifetime and access to script translators. More...
 
class  SDLGLSupport
 
class  SDLWindow
 
class  Segment
 
class  Serializer
 Generic class for serialising data to / from binary stream-based files. More...
 
struct  set
 
class  ShadowCameraSetup
 This class allows you to plug in new ways to define the camera setup when rendering and projecting shadow textures. More...
 
struct  ShadowTextureConfig
 Structure containing the configuration for one shadow texture. More...
 
class  ShadowTextureDefinition
 Local texture definition. 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  SharedParamsTranslator
 
class  SharedPtr
 Reference-counted shared pointer, used for objects where implicit destruction is required. More...
 
struct  SharedPtrInfo
 
class  SharedPtrInfoDelete
 
class  SharedPtrInfoDeleteT
 
class  SharedPtrInfoFree
 
class  SimpleMatrix4
 Simple wrap up to load an AoS matrix 4x4 using SSE. More...
 
class  SimpleMatrixAf4x3
 Simple wrap up to load an AoS matrix 4x3 using SSE. More...
 
class  SimplePageContentCollection
 Specialisation of PageContentCollection which just provides a simple list of PageContent instances. More...
 
class  SimplePageContentCollectionFactory
 Factory class for SimplePageContentCollection. More...
 
class  SimpleRenderable
 Simple implementation of MovableObject and Renderable for single-part custom objects. More...
 
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 OldBone objects used to animate a skinned mesh. More...
 
class  SkeletonAnimation
 Represents the instance of a Skeletal animation based on its definition. More...
 
class  SkeletonAnimationDef
 
struct  SkeletonAnimManager
 This is how the Skeleton system works in 2.0: There is one BoneMemoryManager per skeleton. More...
 
class  SkeletonDef
 
class  SkeletonInstance
 Instance of a Skeleton, main external interface for retrieving bone positions and applying animations. 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  SkeletonTrack
 
class  SmallVector
 SmallVector - This is a 'vector' (really, a variable-sized array), optimized for the case when the array is small. More...
 
class  SmallVector< T, 0 >
 Specialize SmallVector at N=0. More...
 
class  SmallVectorBase
 SmallVectorBase - This is all the non-templated stuff common to all SmallVectors. More...
 
class  SmallVectorImpl
 SmallVectorImpl - This class consists of common code factored out of the SmallVector class to reduce code duplication based on the SmallVector 'N' template parameter. More...
 
class  SmallVectorTemplateBase
 SmallVectorTemplateBase<isPodLike = false> - This is where we put method implementations that are designed to work with non-POD-like T's. More...
 
class  SmallVectorTemplateBase< T, true >
 SmallVectorTemplateBase<isPodLike = true> - This is where we put method implementations that are designed to work with POD-like T's. More...
 
class  SmallVectorTemplateCommon
 
class  Sphere
 A sphere primitive, mostly used for bounds checking. More...
 
class  SphereSceneQuery
 Specialises the SceneQuery class for querying within a sphere. More...
 
class  StaticCache
 Template version of cache based on static array. More...
 
struct  StaticFaceGroup
 Collects a group of static i.e. More...
 
class  StaticGeometry
 Pre-transforms and batches up meshes for efficient use as static geometry in a scene. More...
 
class  StdAlignedAllocPolicy
 A "standard" allocation policy for use with AllocatedObject and STLAllocator, which aligns memory at a given boundary (which should be a power of 2). More...
 
class  StdAllocPolicy
 A "standard" allocation policy for use with AllocatedObject and STLAllocator. More...
 
class  STLAllocator
 
struct  STLAllocatorBase
 Wrapper class for operating as an STL container allocator. More...
 
struct  STLAllocatorBase< const T >
 
class  StreamSerialiser
 Utility class providing helper methods for reading / writing structured data held in a DataStream. More...
 
class  StringConverter
 Class for converting the core Ogre data types to/from Strings. 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  StringUtil
 Utility class for manipulating Strings. 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  SubStringRef
 
class  TagPoint
 A tagged point on a skeleton, which can be used to attach entities to on specific other entities. More...
 
class  TangentSpaceCalc
 Class for calculating a tangent space basis. More...
 
class  Technique
 Class representing an approach to rendering this particular Material. More...
 
class  TechniqueTranslator
 
class  TempBlendedBufferInfo
 Structure for recording the use of temporary blend buffers. More...
 
class  Terrain
 The main containing class for a chunk of terrain. More...
 
class  TerrainAutoUpdateLod
 Terrain automatic LOD loading. More...
 
class  TerrainAutoUpdateLodByDistance
 Class implementing TerrainAutoUpdateLod interface. More...
 
class  TerrainAutoUpdateLodFactory
 
class  TerrainGlobalOptions
 Options class which just stores default options for the terrain. More...
 
class  TerrainGroup
 Helper class to assist you in managing multiple terrain instances that are connected to each other. More...
 
class  TerrainLayerBlendMap
 Class exposing an interface to a blend map for a given layer. More...
 
struct  TerrainLayerDeclaration
 The definition of the information each layer will contain in this terrain. More...
 
struct  TerrainLayerSampler
 Description of a sampler that will be used with each layer. More...
 
struct  TerrainLayerSamplerElement
 Information about one element of a sampler / texture within a layer. More...
 
class  TerrainLodManager
 Terrain LOD data manager. More...
 
class  TerrainMaterialGenerator
 Class that provides functionality to generate materials for use with a terrain. More...
 
class  TerrainMaterialGeneratorA
 A TerrainMaterialGenerator which can cope with normal mapped, specular mapped terrain. More...
 
class  TerrainPagedWorldSection
 A world section which includes paged terrain. More...
 
class  TerrainPaging
 This class is the 'core' class for paging terrain, that will integrate with the larger paging system and provide the appropriate utility classes required. More...
 
class  TerrainQuadTreeNode
 A node in a quad tree used to store a patch of terrain. More...
 
class  TexCoordModifierControllerValue
 Predefined controller value for getting / setting a texture coordinate modifications (scales and translates). More...
 
class  TextAreaOverlayElement
 This class implements an overlay element which contains simple unformatted text. More...
 
class  TextAreaOverlayElementFactory
 Factory for creating TextAreaOverlayElement instances. More...
 
class  Texture
 Abstract class representing a Texture resource. More...
 
class  TextureDefinitionBase
 Centralized class for dealing with declarations of textures in Node & Workspace definitions. More...
 
class  TextureFrameControllerValue
 Predefined controller value for getting / setting the frame number of a texture layer. More...
 
class  TextureManager
 Class for loading & managing textures. More...
 
class  TextureSourceTranslator
 
class  TextureUnitState
 Class representing the state of a single texture unit during a Pass of a Technique, of a Material. More...
 
class  TextureUnitTranslator
 
class  ThreadHandle
 
class  Threads
 
class  TimeIndex
 Time index object used to search keyframe at the given position. More...
 
class  Timer
 Timer class. More...
 
class  TrackAlignedAllocPolicy
 TrackAllocPolicy More...
 
class  TrackAllocPolicy
 An allocation policy that preallocates a fixed amount of memory and always returns a deterministic pool. More...
 
struct  Transform
 Represents the transform of a single object, arranged in SoA (Structure of Arrays) More...
 
class  TransformKeyFrame
 Specialised KeyFrame which stores a full transform. More...
 
struct  TRect
 
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  UniformScalableTask
 A uniform task is a highly parallelizable task that can be divided in many threads where all threads take near the same amount of time to perform. More...
 
class  UnimplementedException
 
struct  UpdateLodRequest
 
struct  UpdateTransformRequest
 
class  UserObjectBindings
 Class that provides convenient interface to establish a linkage between custom user application objects and Ogre core classes. More...
 
class  VariableAccessAbstractNode
 This abstract node represents a variable assignment. More...
 
struct  vector
 
class  Vector2
 Standard 2-dimensional vector. More...
 
class  Vector3
 Standard 3-dimensional vector. More...
 
class  Vector4
 4-dimensional homogeneous vector. More...
 
class  VectorIterator
 Concrete IteratorWrapper for nonconst access to the underlying container. More...
 
class  VectorIteratorWrapper
 Prepared IteratorWrapper for container like std::vector. More...
 
struct  VectorRange
 Predefined type. More...
 
struct  VectorSet
 VectorSet is basically a helper to use a vector as a small set container. More...
 
class  VertexAnimationTrack
 Specialised AnimationTrack for dealing with changing vertex position information. More...
 
struct  VertexBoneAssignment_s
 Records the assignment of a single vertex to a single bone with the corresponding weight. 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  VertexCacheProfiler
 Vertex cache profiler. More...
 
class  VertexData
 Summary class collecting together vertex source information. 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  VertexElement
 This class declares the usage of a single vertex buffer as a component of a complete VertexDeclaration. 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...
 
struct  ViewPoint
 Structure for holding a position & orientation pair. More...
 
class  Viewport
 An abstraction of a viewport, i.e. More...
 
class  WaveformControllerFunction
 Predefined controller function based on a waveform. More...
 
class  Win32Context
 
class  Win32EGLContext
 
class  Win32EGLPBuffer
 
class  Win32EGLSupport
 
class  Win32EGLWindow
 
class  Win32GLSupport
 
class  Win32PBuffer
 
class  Win32Window
 
class  WindowEventListener
 
class  WindowEventUtilities
 
class  WireBoundingBox
 Allows the rendering of a wireframe bounding box. More...
 
class  WorkQueue
 Interface to a general purpose request / response style background work queue. More...
 
class  X11EGLContext
 
class  X11EGLPBuffer
 
class  X11EGLSupport
 
class  X11EGLWindow
 
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...
 
class  ZoneData
 

Typedefs

typedef std::string _StringBase
 
typedef stdext::hash_compare
< _StringBase, std::less
< _StringBase > > 
_StringHash
 
typedef
std::basic_stringstream< char,
std::char_traits< char >
, std::allocator< char > > 
_StringStreamBase
 
typedef uint32 ABGR
 
typedef ScriptingAllocatedObject AbstractNodeAlloc
 
typedef list< AbstractNodePtr >
::type 
AbstractNodeList
 
typedef SharedPtr
< AbstractNodeList
AbstractNodeListPtr
 
typedef SharedPtr< AbstractNodeAbstractNodePtr
 
typedef vector
< SkeletonAnimation * >::type 
ActiveAnimationsVec
 
typedef map< String, String >::type AliasTextureNamePairList
 Alias / Texture name pair (first = alias, second = texture name) More...
 
typedef AnimationAllocatedObject AnimableAlloc
 
typedef SharedPtr< AnimableValueAnimableValuePtr
 
typedef AnimationAllocatedObject AnimationAlloc
 
typedef AllocatedObject
< AnimationAllocPolicy
AnimationAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_ANIMATION
AnimationAllocPolicy
 
typedef MapIterator
< AnimationStateMap
AnimationStateIterator
 
typedef map< String,
AnimationState * >::type 
AnimationStateMap
 
typedef list< AntiPortal * >::type AntiPortalList
 
typedef GeneralAllocatedObject ArchiveAlloc
 
typedef uint32 ARGB
 
typedef uint32 ArrayInt
 
typedef bool ArrayMaskI
 
typedef bool ArrayMaskR
 
typedef Radian ArrayRadian
 
typedef Real ArrayReal
 
typedef bool(* ATTRIBUTE_PARSER )(String &params, MaterialScriptContext &context)
 Function def for material attribute parser; return value determines if the next line should be {. More...
 
typedef WorkQueue::RequestID BackgroundProcessTicket
 Identifier of a background process. More...
 
typedef GeometryAllocatedObject BatchedGeometryAlloc
 
typedef uint32 BGRA
 
typedef map< String, String >::type BinaryOptionList
 
typedef list< WireBoundingBox * >
::type 
BoxList
 
typedef SharedPtr< BspLevelBspLevelPtr
 
typedef RenderSysAllocatedObject BufferAlloc
 
typedef vector
< HardwareBuffer::Usage >
::type 
BufferUsageList
 Define a list of usage flags. More...
 
typedef vector< uint32 >::type ChannelMappings
 
typedef void(* CleanupRoutines )(char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize)
 
typedef GeneralAllocatedObject CodecAlloc
 
typedef list< unsigned long >::type ColorList
 
typedef vector
< CompositorChannel >::type 
CompositorChannelVec
 
typedef ResourceAllocatedObject CompositorInstAlloc
 
typedef vector< CompositorNode * >
::type 
CompositorNodeVec
 
typedef vector
< CompositorPassDef * >::type 
CompositorPassDefVec
 
typedef vector< CompositorPass * >
::type 
CompositorPassVec
 
typedef vector
< CompositorShadowNode * >
::type 
CompositorShadowNodeVec
 
typedef vector
< CompositorTargetDef >::type 
CompositorTargetDefVec
 
typedef list< ConcreteNodePtr >
::type 
ConcreteNodeList
 
typedef SharedPtr
< ConcreteNodeList
ConcreteNodeListPtr
 
typedef SharedPtr< ConcreteNodeConcreteNodePtr
 
typedef GeneralAllocatedObject ConfigAlloc
 
typedef struct Ogre::_ConfigOption ConfigOption
 Packages the details of a configuration option. More...
 
typedef map< String,
ConfigOption >::type 
ConfigOptionMap
 
typedef ConstMapIterator
< AnimationStateMap
ConstAnimationStateIterator
 
typedef ConstVectorIterator
< EnabledAnimationStateList
ConstEnabledAnimationStateIterator
 
typedef vector< const Image * >
::type 
ConstImagePtrList
 
typedef ConstVectorIterator
< ShadowTextureConfigList
ConstShadowTextureConfigIterator
 
typedef GeneralAllocatedObject ControllerAlloc
 
typedef SharedPtr
< ControllerFunction< Real > > 
ControllerFunctionRealPtr
 
typedef SharedPtr
< ControllerValue< Real > > 
ControllerValueRealPtr
 
typedef SharedPtr
< D3D11GpuProgram
D3D11GpuProgramPtr
 
typedef SharedPtr
< D3D11HLSLProgram
D3D11HLSLProgramPtr
 
typedef SharedPtr< D3D11TextureD3D11TexturePtr
 
typedef SharedPtr< D3D9GpuProgramD3D9GpuProgramPtr
 
typedef SharedPtr
< D3D9HLSLProgram
D3D9HLSLProgramPtr
 
typedef SharedPtr< D3D9TextureD3D9TexturePtr
 
typedef list< DataStreamPtr >::type DataStreamList
 List of DataStream items. More...
 
typedef SharedPtr< DataStreamListDataStreamListPtr
 Shared pointer to list of DataStream items. More...
 
typedef SharedPtr< DataStreamDataStreamPtr
 
typedef GeometryAllocatedObject DebugGeomAlloc
 
typedef map< uint16,
DepthBufferVec >::type 
DepthBufferMap
 
typedef vector< DepthBuffer * >
::type 
DepthBufferVec
 
typedef String DisplayString
 
typedef DistanceLodBoxStrategy DistanceLodStrategy
 Backward compatible name for Distance_Box strategy. More...
 
typedef vector< double >::type DoubleConstantList
 Definition of container that holds the current double constants. More...
 
typedef DXGI_SWAP_CHAIN_DESC DXGI_SWAP_CHAIN_DESC_N
 
typedef GeneralAllocatedObject DynLibAlloc
 
typedef GeometryAllocatedObject EdgeDataAlloc
 
typedef list< AnimationState * >
::type 
EnabledAnimationStateList
 
typedef GeneralAllocatedObject FactoryAlloc
 
typedef vector< FileInfo >::type FileInfoList
 
typedef SharedPtr< FileInfoListFileInfoListPtr
 
typedef GeneralAllocatedObject FileSystemLayerAlloc
 
typedef vector< float >::type FloatConstantList
 Definition of container that holds the current float constants. More...
 
typedef TRect< float > FloatRect
 Structure used to define a rectangle in a 2-D floating point space. More...
 
typedef SharedPtr< FontFontPtr
 
typedef vector< Frustum * >::type FrustumVec
 
typedef SceneObjAllocatedObject FXAlloc
 
typedef AllocatedObject
< GeneralAllocPolicy
GeneralAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_GENERAL
GeneralAllocPolicy
 
typedef AllocatedObject
< GeometryAllocPolicy
GeometryAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_GEOMETRY
GeometryAllocPolicy
 
typedef SharedPtr< GL3PlusTextureGL3PlusTexturePtr
 
typedef vector
< GL3PlusTexturePtr >::type 
GL3PlusTexturePtrList
 
typedef
GLAtomicCounterReferenceList::iterator 
GLAtomicCounterReferenceIterator
 
typedef vector
< GLAtomicCounterReference >
::type 
GLAtomicCounterReferenceList
 
typedef
GLCounterBufferList::iterator 
GLCounterBufferIterator
 
typedef vector
< HardwareCounterBufferSharedPtr >
::type 
GLCounterBufferList
 
typedef SharedPtr
< GLES2GpuProgram
GLES2GpuProgramPtr
 
typedef SharedPtr< GLES2TextureGLES2TexturePtr
 
typedef SharedPtr< GLESTextureGLESTexturePtr
 
typedef SharedPtr< GLGpuProgramGLGpuProgramPtr
 
typedef SharedPtr< GLSLShaderGLSLShaderPtr
 
typedef SharedPtr< GLTextureGLTexturePtr
 
typedef
GLUniformBufferList::iterator 
GLUniformBufferIterator
 
typedef vector
< HardwareUniformBufferSharedPtr >
::type 
GLUniformBufferList
 
typedef
GLUniformReferenceList::iterator 
GLUniformReferenceIterator
 
typedef vector
< GLUniformReference >::type 
GLUniformReferenceList
 
typedef ConstMapIterator
< GpuConstantDefinitionMap
GpuConstantDefinitionIterator
 
typedef map< String,
GpuConstantDefinition >::type 
GpuConstantDefinitionMap
 
typedef SharedPtr
< GpuLogicalBufferStruct
GpuLogicalBufferStructPtr
 
typedef map< size_t,
GpuLogicalIndexUse >::type 
GpuLogicalIndexUseMap
 
typedef SharedPtr
< GpuNamedConstants
GpuNamedConstantsPtr
 
typedef RenderSysAllocatedObject GpuParamsAlloc
 
typedef SharedPtr
< GpuProgramParameters
GpuProgramParametersSharedPtr
 
typedef SharedPtr< GpuProgramGpuProgramPtr
 
typedef SharedPtr
< GpuSharedParameters
GpuSharedParametersPtr
 
typedef
HardwareBufferLockGuard
< HardwareIndexBufferSharedPtr
HardwareIndexBufferLockGuard
 Locking helper. More...
 
typedef
HardwareBufferLockGuard
< HardwareVertexBufferSharedPtr
HardwareVertexBufferLockGuard
 Locking helper. More...
 
typedef SharedPtr
< HighLevelGpuProgram
HighLevelGpuProgramPtr
 
typedef vector< HlmsCache >::type HlmsCacheVec
 
typedef vector< std::pair
< IdString, String > >::type 
HlmsParamVec
 
typedef vector< HlmsProperty >
::type 
HlmsPropertyVec
 
typedef ID3D11DeviceContext ID3D11DeviceContextN
 
typedef ID3D11Device ID3D11DeviceN
 
typedef ID3D11RasterizerState ID3D11RasterizerStateN
 
typedef Ogre::uint32 IdType
 Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit. More...
 
typedef IDXGIAdapter1 IDXGIAdapterN
 
typedef IDXGIDevice1 IDXGIDeviceN
 
typedef IDXGIFactory1 IDXGIFactoryN
 
typedef IDXGISwapChain IDXGISwapChainN
 
typedef vector
< IlluminationPass * >::type 
IlluminationPassList
 
typedef GeneralAllocatedObject ImageAlloc
 
typedef vector< Image * >::type ImagePtrList
 
typedef GeometryAllocatedObject IndexDataAlloc
 
typedef short int16
 
typedef int int32
 
typedef long long int64
 
typedef signed char int8
 
typedef vector< int >::type IntConstantList
 Definition of container that holds the current int constants. More...
 
typedef vector< KeyFrameRig >::type KeyFrameRigVec
 
typedef vector
< KeyFrameRigVec::const_iterator >
::type 
KnownKeyFramesVec
 
typedef FastArray< Light * > LightArray
 
typedef FastArray< LightClosestLightClosestArray
 
typedef vector< LightClosest >
::type 
LightClosestVec
 
typedef HashedVector
< LightClosest
LightList
 
typedef SceneCtlAllocatedObject LodAlloc
 
typedef SharedPtr
< LodCollapseCost
LodCollapseCostPtr
 
typedef SharedPtr< LodCollapserLodCollapserPtr
 
typedef SharedPtr< LodDataLodDataPtr
 
typedef SharedPtr
< LodInputProvider
LodInputProviderPtr
 
typedef SharedPtr
< LodOutputProvider
LodOutputProviderPtr
 
typedef vector< ProfiledEdge >
::type 
LodProfile
 
typedef GeneralAllocatedObject LogAlloc
 
typedef SharedPtr< MaterialMaterialPtr
 
typedef MathlibC Mathlib
 
typedef SharedPtr
< MemoryDataStream
MemoryDataStreamPtr
 
typedef vector< char * >::type MemoryPoolVec
 
typedef GeneralAllocatedObject MeshLodAlloc
 
typedef SharedPtr< MeshMeshPtr
 
typedef vector< byte >::type MicroCode
 
typedef SceneObjAllocatedObject MovableAlloc
 
typedef map< String, String >::type NameValuePairList
 Name / value parameter pair (first = name, second = value) More...
 
typedef SceneCtlAllocatedObject NodeAlloc
 
typedef vector< SceneNode * >::type NodeList
 
typedef SceneObjAllocatedObject OverlayAlloc
 
typedef GeneralAllocatedObject PageAlloc
 
typedef uint32 PageID
 Identifier for a page. More...
 
typedef map< String,
ParamCommand * >::type 
ParamCommandMap
 
typedef map< String,
ParamDictionary >::type 
ParamDictionaryMap
 
typedef vector< ParameterDef >
::type 
ParameterList
 
typedef ResourceAllocatedObject PassAlloc
 
typedef GeometryAllocatedObject PatchAlloc
 
typedef SharedPtr< PatchMeshPatchMeshPtr
 
typedef list< PCPlane * >::type PCPlaneList
 
typedef list< PCZone * >::type PCZoneList
 
typedef set< PCZSceneNode * >::type PCZSceneNodeList
 
typedef
AbsolutePixelCountLodStrategy 
PixelCountLodStrategy
 Backward compatible name for Distance_Box strategy. More...
 
typedef vector< PixelFormat >::type PixelFormatList
 
typedef vector
< PlaneBoundedVolume >::type 
PlaneBoundedVolumeList
 
typedef vector< Plane >::type PlaneList
 
typedef GeneralAllocatedObject PluginAlloc
 
typedef vector< PortalBase * >
::type 
PortalBaseList
 
typedef list< Portal * >::type PortalList
 
typedef vector< Pose * >::type PoseList
 
typedef double PreciseReal
 Real type for numeric solvers. More...
 
typedef GeneralAllocatedObject ProfilerAlloc
 
typedef GeometryAllocatedObject ProgMeshAlloc
 
typedef GeneralAllocatedObject PropertyAlloc
 
typedef map< String,
PropertyDef >::type 
PropertyDefMap
 Map from property name to shared definition. More...
 
typedef map< String,
PropertyValue >::type 
PropertyValueMap
 Defines a transferable map of properties using wrapped value types (Ogre::Any) More...
 
typedef vector
< RaySceneQueryResultEntry >
::type 
RaySceneQueryResult
 
typedef float Real
 Software floating point type. More...
 
typedef TRect< RealRealRect
 Structure used to define a rectangle in a 2-D floating point space, subject to double / single floating point settings. More...
 
typedef TRect< long > Rect
 Structure used to define a rectangle in a 2-D integer space. More...
 
typedef SceneCtlAllocatedObject RenderQueueAlloc
 
typedef VectorIterator
< RenderQueueInvocationList
RenderQueueInvocationIterator
 
typedef vector
< RenderQueueInvocation * >
::type 
RenderQueueInvocationList
 List of RenderQueueInvocations. More...
 
typedef RenderSysAllocatedObject RenderSysAlloc
 
typedef AllocatedObject
< RenderSysAllocPolicy
RenderSysAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_RENDERSYS
RenderSysAllocPolicy
 
typedef vector< RenderSystem * >
::type 
RenderSystemList
 
typedef map< String,
RenderTarget * >::type 
RenderTargetMap
 
typedef SharedPtr
< RenderToVertexBuffer
RenderToVertexBufferSharedPtr
 
typedef vector
< RenderWindowDescription >
::type 
RenderWindowDescriptionList
 Render window creation parameters container. More...
 
typedef vector< RenderWindow * >
::type 
RenderWindowList
 Render window container. More...
 
typedef ResourceAllocatedObject ResourceAlloc
 
typedef AllocatedObject
< ResourceAllocPolicy
ResourceAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_RESOURCE
ResourceAllocPolicy
 
typedef unsigned long long int ResourceHandle
 
typedef SharedPtr< ResourceResourcePtr
 
typedef uint32 RGBA
 
typedef GeneralAllocatedObject RootAlloc
 
typedef GeneralAllocatedObject RTShaderSystemAlloc
 
typedef AllocatedObject
< SceneCtlAlignPolicy
SceneCtlAlignedObject
 
typedef
CategorisedAlignAllocPolicy
< Ogre::MEMCATEGORY_SCENE_CONTROL
SceneCtlAlignPolicy
 
typedef AllocatedObject
< SceneCtlAllocPolicy
SceneCtlAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_SCENE_CONTROL
SceneCtlAllocPolicy
 
typedef SceneCtlAlignedObject SceneMgtAlignedAlloc
 
typedef SceneCtlAllocatedObject SceneMgtAlloc
 
typedef map< String, SceneNode * >
::type 
SceneNodeList
 
typedef AllocatedObject
< SceneObjAllocPolicy
SceneObjAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_SCENE_OBJECTS
SceneObjAllocPolicy
 
typedef list
< SceneQueryMovableObjectPair >
::type 
SceneQueryMovableIntersectionList
 
typedef std::pair
< MovableObject
*, MovableObject * > 
SceneQueryMovableObjectPair
 
typedef std::pair
< MovableObject
*, SceneQuery::WorldFragment * > 
SceneQueryMovableObjectWorldFragmentPair
 
typedef list
< SceneQueryMovableObjectWorldFragmentPair >
::type 
SceneQueryMovableWorldFragmentIntersectionList
 
typedef list< MovableObject * >
::type 
SceneQueryResultMovableList
 
typedef list
< SceneQuery::WorldFragment * >
::type 
SceneQueryResultWorldFragmentList
 
typedef uint16 SceneTypeMask
 Bitmask containing scene types. More...
 
typedef ScriptingAllocatedObject ScriptCompilerAlloc
 
typedef AllocatedObject
< ScriptingAllocPolicy
ScriptingAllocatedObject
 
typedef CategorisedAllocPolicy
< Ogre::MEMCATEGORY_SCRIPTING
ScriptingAllocPolicy
 
typedef vector< ScriptTokenPtr >
::type 
ScriptTokenList
 
typedef SharedPtr
< ScriptTokenList
ScriptTokenListPtr
 
typedef SharedPtr< ScriptTokenScriptTokenPtr
 
typedef ScriptingAllocatedObject ScriptTranslatorAlloc
 
typedef GeneralAllocatedObject SerializerAlloc
 
typedef SharedPtr
< ShadowCameraSetup
ShadowCameraSetupPtr
 
typedef SceneCtlAllocatedObject ShadowDataAlloc
 
typedef vector
< ShadowTextureConfig >::type 
ShadowTextureConfigList
 
typedef vector< TexturePtr >::type ShadowTextureList
 
typedef map
< GpuSharedParametersPtr,
HardwareUniformBufferSharedPtr >
::type 
SharedParamsBufferMap
 
typedef vector
< SkeletonAnimationDef >::type 
SkeletonAnimationDefVec
 
typedef vector
< SkeletonAnimation >::type 
SkeletonAnimationVec
 
typedef SharedPtr< SkeletonDefSkeletonDefPtr
 
typedef SharedPtr< SkeletonSkeletonPtr
 
typedef vector< SkeletonTrack >
::type 
SkeletonTrackVec
 
typedef GeneralAllocatedObject StreamAlloc
 
typedef _StringBase String
 
typedef _StringStreamBase StringStream
 
typedef StringStream stringstream
 
typedef vector< String >::type StringVector
 
typedef SharedPtr< StringVectorStringVectorPtr
 
typedef SceneObjAllocatedObject SubEntityAlloc
 
typedef ResourceAllocatedObject SubMeshAlloc
 
typedef ResourceAllocatedObject TechniqueAlloc
 
typedef GeneralAllocatedObject TerrainAlloc
 
typedef vector
< TerrainLayerBlendMap * >
::type 
TerrainLayerBlendMapList
 
typedef vector
< TerrainLayerSamplerElement >
::type 
TerrainLayerSamplerElementList
 
typedef vector
< TerrainLayerSampler >::type 
TerrainLayerSamplerList
 
typedef SharedPtr
< TerrainMaterialGenerator
TerrainMaterialGeneratorPtr
 
typedef SharedPtr< TextureTexturePtr
 
typedef vector< TexturePtr >::type TexturePtrList
 
typedef ResourceAllocatedObject TextureUnitStateAlloc
 
typedef vector< TexturePtr >::type TextureVec
 
typedef unsigned long(OGRE_THREAD_CALL_CONVENTIONTHREAD_ENTRY_POINT )(void *lpThreadParameter)
 
typedef SharedPtr< ThreadHandleThreadHandlePtr
 
typedef vector
< ThreadHandlePtr >::type 
ThreadHandleVec
 
typedef GeneralAllocatedObject TimerAlloc
 
typedef int TrackVertexColourType
 An enumeration describing which material properties should track the vertex colours. More...
 
typedef FastArray< BoneTransformTransformArray
 
typedef unsigned char uchar
 In order to avoid finger-aches :) More...
 
typedef unsigned int uint
 
typedef unsigned short uint16
 
typedef unsigned int uint32
 
typedef unsigned long long uint64
 
typedef unsigned char uint8
 
typedef unsigned long ulong
 
typedef map< String, bool >::type UnaryOptionList
 
typedef vector< uint >::type UnsignedIntConstantList
 Definition of container that holds the current uint constants. More...
 
typedef unsigned short ushort
 
typedef GeneralAllocatedObject UtilityAlloc
 
typedef struct
Ogre::VertexBoneAssignment_s 
VertexBoneAssignment
 Records the assignment of a single vertex to a single bone with the corresponding weight. More...
 
typedef GeometryAllocatedObject VertexDataAlloc
 
typedef RenderSysAllocatedObject ViewportAlloc
 
typedef FastArray
< MovableObject::MovableObjectArray
VisibleObjectsPerThreadArray
 
typedef map< String, ZoneData * >
::type 
ZoneDataMap
 
typedef list< PCZone * >::type ZoneList
 
typedef map< String, PCZone * >
::type 
ZoneMap
 

Enumerations

enum  {
  ID_MATERIAL = 3, ID_VERTEX_PROGRAM, ID_GEOMETRY_PROGRAM, ID_FRAGMENT_PROGRAM,
  ID_TECHNIQUE, ID_PASS, ID_TEXTURE_UNIT, ID_VERTEX_PROGRAM_REF,
  ID_GEOMETRY_PROGRAM_REF, ID_FRAGMENT_PROGRAM_REF, ID_SHADOW_CASTER_VERTEX_PROGRAM_REF, ID_SHADOW_CASTER_FRAGMENT_PROGRAM_REF,
  ID_SHADOW_CASTER_MATERIAL, ID_LOD_VALUES, ID_LOD_STRATEGY, ID_LOD_DISTANCES,
  ID_RECEIVE_SHADOWS, ID_TRANSPARENCY_CASTS_SHADOWS, ID_SET_TEXTURE_ALIAS, ID_SOURCE,
  ID_SYNTAX, ID_DEFAULT_PARAMS, ID_PARAM_INDEXED, ID_PARAM_NAMED,
  ID_PARAM_INDEXED_AUTO, ID_PARAM_NAMED_AUTO, ID_SCHEME, ID_LOD_INDEX,
  ID_GPU_VENDOR_RULE, ID_GPU_DEVICE_RULE, ID_INCLUDE, ID_EXCLUDE,
  ID_AMBIENT, ID_DIFFUSE, ID_SPECULAR, ID_EMISSIVE,
  ID_VERTEXCOLOUR, ID_SCENE_BLEND, ID_COLOUR_BLEND, ID_ONE,
  ID_ZERO, ID_DEST_COLOUR, ID_SRC_COLOUR, ID_ONE_MINUS_DEST_COLOUR,
  ID_ONE_MINUS_SRC_COLOUR, ID_DEST_ALPHA, ID_SRC_ALPHA, ID_ONE_MINUS_DEST_ALPHA,
  ID_ONE_MINUS_SRC_ALPHA, ID_SEPARATE_SCENE_BLEND, ID_SCENE_BLEND_OP, ID_REVERSE_SUBTRACT,
  ID_MIN, ID_MAX, ID_SEPARATE_SCENE_BLEND_OP, ID_DEPTH_CHECK,
  ID_DEPTH_WRITE, ID_DEPTH_FUNC, ID_DEPTH_BIAS, ID_ITERATION_DEPTH_BIAS,
  ID_ALWAYS_FAIL, ID_ALWAYS_PASS, ID_LESS_EQUAL, ID_LESS,
  ID_EQUAL, ID_NOT_EQUAL, ID_GREATER_EQUAL, ID_GREATER,
  ID_ALPHA_REJECTION, ID_ALPHA_TO_COVERAGE, ID_LIGHT_SCISSOR, ID_LIGHT_CLIP_PLANES,
  ID_TRANSPARENT_SORTING, ID_ILLUMINATION_STAGE, ID_DECAL, ID_CULL_HARDWARE,
  ID_CLOCKWISE, ID_ANTICLOCKWISE, ID_CULL_SOFTWARE, ID_BACK,
  ID_FRONT, ID_NORMALISE_NORMALS, ID_LIGHTING, ID_SHADING,
  ID_FLAT, ID_GOURAUD, ID_PHONG, ID_POLYGON_MODE,
  ID_SOLID, ID_WIREFRAME, ID_POINTS, ID_POLYGON_MODE_OVERRIDEABLE,
  ID_FOG_OVERRIDE, ID_NONE, ID_LINEAR, ID_EXP,
  ID_EXP2, ID_COLOUR_WRITE, ID_MAX_LIGHTS, ID_START_LIGHT,
  ID_ITERATION, ID_ONCE, ID_ONCE_PER_LIGHT, ID_PER_LIGHT,
  ID_PER_N_LIGHTS, ID_POINT, ID_SPOT, ID_DIRECTIONAL,
  ID_LIGHT_MASK, ID_POINT_SIZE, ID_POINT_SPRITES, ID_POINT_SIZE_ATTENUATION,
  ID_POINT_SIZE_MIN, ID_POINT_SIZE_MAX, ID_TEXTURE_ALIAS, ID_TEXTURE,
  ID_1D, ID_2D, ID_3D, ID_CUBIC,
  ID_2DARRAY, ID_UNLIMITED, ID_ALPHA, ID_GAMMA,
  ID_ANIM_TEXTURE, ID_CUBIC_TEXTURE, ID_SEPARATE_UV, ID_COMBINED_UVW,
  ID_TEX_COORD_SET, ID_TEX_ADDRESS_MODE, ID_WRAP, ID_CLAMP,
  ID_BORDER, ID_MIRROR, ID_TEX_BORDER_COLOUR, ID_FILTERING,
  ID_BILINEAR, ID_TRILINEAR, ID_ANISOTROPIC, ID_CMPTEST,
  ID_ON, ID_OFF, ID_CMPFUNC, ID_MAX_ANISOTROPY,
  ID_MIPMAP_BIAS, ID_COLOUR_OP, ID_REPLACE, ID_ADD,
  ID_MODULATE, ID_ALPHA_BLEND, ID_COLOUR_OP_EX, ID_SOURCE1,
  ID_SOURCE2, ID_MODULATE_X2, ID_MODULATE_X4, ID_ADD_SIGNED,
  ID_ADD_SMOOTH, ID_SUBTRACT, ID_BLEND_DIFFUSE_COLOUR, ID_BLEND_DIFFUSE_ALPHA,
  ID_BLEND_TEXTURE_ALPHA, ID_BLEND_CURRENT_ALPHA, ID_BLEND_MANUAL, ID_DOT_PRODUCT,
  ID_SRC_CURRENT, ID_SRC_TEXTURE, ID_SRC_DIFFUSE, ID_SRC_SPECULAR,
  ID_SRC_MANUAL, ID_COLOUR_OP_MULTIPASS_FALLBACK, ID_ALPHA_OP_EX, ID_ENV_MAP,
  ID_SPHERICAL, ID_PLANAR, ID_CUBIC_REFLECTION, ID_CUBIC_NORMAL,
  ID_SCROLL, ID_SCROLL_ANIM, ID_ROTATE, ID_ROTATE_ANIM,
  ID_SCALE, ID_WAVE_XFORM, ID_SCROLL_X, ID_SCROLL_Y,
  ID_SCALE_X, ID_SCALE_Y, ID_SINE, ID_TRIANGLE,
  ID_SQUARE, ID_SAWTOOTH, ID_INVERSE_SAWTOOTH, ID_TRANSFORM,
  ID_BINDING_TYPE, ID_VERTEX, ID_FRAGMENT, ID_CONTENT_TYPE,
  ID_NAMED, ID_SHADOW, ID_COMPOSITOR, ID_TEXTURE_SOURCE,
  ID_SHARED_PARAMS, ID_SHARED_PARAM_NAMED, ID_SHARED_PARAMS_REF, ID_PARTICLE_SYSTEM,
  ID_EMITTER, ID_AFFECTOR, ID_WORKSPACE, ID_ALIAS,
  ID_CONNECT, ID_CONNECT_OUTPUT, ID_COMPOSITOR_NODE, ID_IN,
  ID_OUT, ID_CUSTOM_ID, ID_TARGET_WIDTH, ID_TARGET_HEIGHT,
  ID_TARGET_WIDTH_SCALED, ID_TARGET_HEIGHT_SCALED, ID_NO_GAMMA, ID_NO_FSAA,
  ID_EXPLICIT_RESOLVE, ID_DEPTH_POOL, ID_TARGET, ID_CLEAR,
  ID_STENCIL, ID_RENDER_SCENE, ID_RENDER_QUAD, ID_VIEWPORT,
  ID_NUM_INITIAL, ID_IDENTIFIER, ID_OVERLAYS, ID_LOD_BIAS,
  ID_LOD_UPDATE_LIST, ID_LOD_CAMERA, ID_MATERIAL_SCHEME, ID_VISIBILITY_MASK,
  ID_SHADOWS_ENABLED, ID_CAMERA, ID_FIRST_RENDER_QUEUE, ID_LAST_RENDER_QUEUE,
  ID_CAMERA_CUBEMAP_REORIENT, ID_USE_QUAD, ID_QUAD_NORMALS, ID_CAMERA_FAR_CORNERS_VIEW_SPACE,
  ID_CAMERA_FAR_CORNERS_WORLD_SPACE, ID_INPUT, ID_BUFFERS, ID_COLOUR,
  ID_DEPTH, ID_COLOUR_VALUE, ID_DEPTH_VALUE, ID_STENCIL_VALUE,
  ID_DISCARD_ONLY, ID_CHECK, ID_COMP_FUNC, ID_REF_VALUE,
  ID_MASK, ID_FAIL_OP, ID_KEEP, ID_INCREMENT,
  ID_DECREMENT, ID_INCREMENT_WRAP, ID_DECREMENT_WRAP, ID_INVERT,
  ID_DEPTH_FAIL_OP, ID_PASS_OP, ID_TWO_SIDED, ID_READ_BACK_AS_TEXTURE,
  ID_SHADOW_NODE, ID_NUM_SPLITS, ID_PSSM_SPLIT_PADDING, ID_PSSM_LAMBDA,
  ID_SHADOW_MAP, ID_SHADOW_ATLAS, ID_FSAA, ID_LIGHT,
  ID_SPLIT, ID_TESSELLATION_HULL_PROGRAM, ID_TESSELLATION_DOMAIN_PROGRAM, ID_COMPUTE_PROGRAM,
  ID_TESSELLATION_HULL_PROGRAM_REF, ID_TESSELLATION_DOMAIN_PROGRAM_REF, ID_COMPUTE_PROGRAM_REF, ID_GEOMETRY,
  ID_TESSELLATION_HULL, ID_TESSELLATION_DOMAIN, ID_COMPUTE, ID_SUBROUTINE,
  ID_END_BUILTIN_IDS
}
 This enum defines the integer ids for keywords this compiler handles. More...
 
enum  {
  TID_LBRACKET = 0, TID_RBRACKET, TID_COLON, TID_VARIABLE,
  TID_WORD, TID_QUOTE, TID_NEWLINE, TID_UNKNOWN,
  TID_END
}
 These codes represent token IDs which are numerical translations of specific lexemes. More...
 
enum  AbstractNodeType {
  ANT_UNKNOWN, ANT_ATOM, ANT_OBJECT, ANT_PROPERTY,
  ANT_IMPORT, ANT_VARIABLE_SET, ANT_VARIABLE_ACCESS
}
 This enum holds the types of the possible abstract nodes. More...
 
enum  BaseConstantType {
  BCT_FLOAT = 1, BCT_INT = 2, BCT_DOUBLE = 3, BCT_UINT = 4,
  BCT_BOOL = 5, BCT_SAMPLER = 6, BCT_SUBROUTINE = 7, BCT_UNKNOWN = 99
}
 
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  Capabilities {
  RSC_AUTOMIPMAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 0), RSC_BLENDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 1), RSC_ANISOTROPY = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 2), RSC_DOT3 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 3),
  RSC_CUBEMAPPING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 4), RSC_HWSTENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 5), RSC_VBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 7), RSC_32BIT_INDEX = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 8),
  RSC_VERTEX_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 9), RSC_FRAGMENT_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 10), RSC_SCISSOR_TEST = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 11), RSC_TWO_SIDED_STENCIL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 12),
  RSC_STENCIL_WRAP = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 13), RSC_HWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 14), RSC_USER_CLIP_PLANES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 15), RSC_VERTEX_FORMAT_UBYTE4 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 16),
  RSC_INFINITE_FAR_PLANE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 17), RSC_HWRENDER_TO_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 18), RSC_TEXTURE_FLOAT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 19), RSC_NON_POWER_OF_2_TEXTURES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 20),
  RSC_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 21), RSC_POINT_SPRITES = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 22), RSC_POINT_EXTENDED_PARAMETERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 23), RSC_VERTEX_TEXTURE_FETCH = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 24),
  RSC_MIPMAP_LOD_BIAS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 25), RSC_GEOMETRY_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 26), RSC_HWRENDER_TO_VERTEX_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 27), RSC_COMPLETE_TEXTURE_BINDING = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON, 28),
  RSC_TEXTURE_COMPRESSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 0), RSC_TEXTURE_COMPRESSION_DXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 1), RSC_TEXTURE_COMPRESSION_VTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 2), RSC_TEXTURE_COMPRESSION_PVRTC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 3),
  RSC_TEXTURE_COMPRESSION_ATC = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 4), RSC_TEXTURE_COMPRESSION_ETC1 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 5), RSC_TEXTURE_COMPRESSION_ETC2 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 6), RSC_TEXTURE_COMPRESSION_BC4_BC5 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 7),
  RSC_TEXTURE_COMPRESSION_BC6H_BC7 = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 8), RSC_FIXED_FUNCTION = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 9), RSC_MRT_DIFFERENT_BIT_DEPTHS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 10), RSC_ALPHA_TO_COVERAGE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 11),
  RSC_ADVANCED_BLEND_OPERATIONS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 12), RSC_RTT_SEPARATE_DEPTHBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 13), RSC_RTT_MAIN_DEPTHBUFFER_ATTACHABLE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 14), RSC_RTT_DEPTHBUFFER_RESOLUTION_LESSEQUAL = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 15),
  RSC_VERTEX_BUFFER_INSTANCE_DATA = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 16), RSC_CAN_GET_COMPILED_SHADER_BUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 17), RSC_SHADER_SUBROUTINE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 18), RSC_HWRENDER_TO_TEXTURE_3D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 19),
  RSC_TEXTURE_1D = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 20), RSC_TESSELLATION_HULL_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 21), RSC_TESSELLATION_DOMAIN_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 22), RSC_COMPUTE_PROGRAM = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 23),
  RSC_HWOCCLUSION_ASYNCHRONOUS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 24), RSC_ATOMIC_COUNTERS = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 25), RSC_READ_BACK_AS_TEXTURE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 26), RSC_EXPLICIT_FSAA_RESOLVE = OGRE_CAPS_VALUE(CAPS_CATEGORY_COMMON_2, 27),
  RSC_PERSTAGECONSTANT = OGRE_CAPS_VALUE(CAPS_CATEGORY_D3D9, 0), RSC_GL1_5_NOVBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 1), RSC_FBO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 2), RSC_FBO_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 3),
  RSC_FBO_ATI = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 4), RSC_PBUFFER = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 5), RSC_GL1_5_NOHWOCCLUSION = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 6), RSC_POINT_EXTENDED_PARAMETERS_ARB = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 7),
  RSC_POINT_EXTENDED_PARAMETERS_EXT = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 8), RSC_SEPARATE_SHADER_OBJECTS = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 9), RSC_VAO = OGRE_CAPS_VALUE(CAPS_CATEGORY_GL, 10)
}
 Enum describing the different hardware capabilities we want to check for OGRE_CAPS_VALUE(a, b) defines each capability. More...
 
enum  CapabilitiesCategory {
  CAPS_CATEGORY_COMMON = 0, CAPS_CATEGORY_COMMON_2 = 1, CAPS_CATEGORY_D3D9 = 2, CAPS_CATEGORY_GL = 3,
  CAPS_CATEGORY_COUNT = 4
}
 Enumerates the categories of capabilities. More...
 
enum  ClipResult { CLIPPED_NONE = 0, CLIPPED_SOME = 1, CLIPPED_ALL = 2 }
 Generic result of clipping. 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  CompositorPassType {
  PASS_INVALID = 0, PASS_SCENE, PASS_QUAD, PASS_CLEAR,
  PASS_STENCIL, PASS_RESOLVE, PASS_CUSTOM
}
 
enum  ConcreteNodeType {
  CNT_VARIABLE, CNT_VARIABLE_ASSIGN, CNT_WORD, CNT_IMPORT,
  CNT_QUOTE, CNT_LBRACE, CNT_RBRACE, CNT_COLON
}
 These enums hold the types of the concrete parsed nodes. More...
 
enum  CullingMode { CULL_NONE = 1, CULL_CLOCKWISE = 2, CULL_ANTICLOCKWISE = 3 }
 Hardware culling modes based on vertex winding. More...
 
enum  D3D9ResourceCreationPolicy { RCP_CREATE_ON_ACTIVE_DEVICE, RCP_CREATE_ON_ALL_DEVICES }
 
enum  eTexturePlayMode { TextureEffectPause = 0, TextureEffectPlay_ASAP = 1, TextureEffectPlay_Looping = 2 }
 Enum for type of texture play mode. More...
 
enum  FaceGroupType { FGT_FACE_LIST, FGT_PATCH, FGT_UNKNOWN }
 A type of face group, i.e. More...
 
enum  FilterOptions { FO_NONE, FO_POINT, FO_LINEAR, FO_ANISOTROPIC }
 Filtering options for textures / mipmaps. More...
 
enum  FilterType { FT_MIN, FT_MAG, FT_MIP }
 
enum  FogMode { FOG_NONE, FOG_EXP, FOG_EXP2, FOG_LINEAR }
 Fog modes. More...
 
enum  FontType { FT_TRUETYPE = 1, FT_IMAGE = 2 }
 Enumerates the types of Font usable in the engine. More...
 
enum  FrameBufferType { FBT_COLOUR = 0x1, FBT_DEPTH = 0x2, FBT_STENCIL = 0x4 }
 Defines the frame buffer types. 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  GpuConstantType {
  GCT_FLOAT1 = 1, GCT_FLOAT2 = 2, GCT_FLOAT3 = 3, GCT_FLOAT4 = 4,
  GCT_SAMPLER1D = 5, GCT_SAMPLER2D = 6, GCT_SAMPLER3D = 7, GCT_SAMPLERCUBE = 8,
  GCT_SAMPLERRECT = 9, GCT_SAMPLER1DSHADOW = 10, GCT_SAMPLER2DSHADOW = 11, GCT_SAMPLER2DARRAY = 12,
  GCT_MATRIX_2X2 = 13, GCT_MATRIX_2X3 = 14, GCT_MATRIX_2X4 = 15, GCT_MATRIX_3X2 = 16,
  GCT_MATRIX_3X3 = 17, GCT_MATRIX_3X4 = 18, GCT_MATRIX_4X2 = 19, GCT_MATRIX_4X3 = 20,
  GCT_MATRIX_4X4 = 21, GCT_INT1 = 22, GCT_INT2 = 23, GCT_INT3 = 24,
  GCT_INT4 = 25, GCT_SUBROUTINE = 26, GCT_DOUBLE1 = 27, GCT_DOUBLE2 = 28,
  GCT_DOUBLE3 = 29, GCT_DOUBLE4 = 30, GCT_MATRIX_DOUBLE_2X2 = 31, GCT_MATRIX_DOUBLE_2X3 = 32,
  GCT_MATRIX_DOUBLE_2X4 = 33, GCT_MATRIX_DOUBLE_3X2 = 34, GCT_MATRIX_DOUBLE_3X3 = 35, GCT_MATRIX_DOUBLE_3X4 = 36,
  GCT_MATRIX_DOUBLE_4X2 = 37, GCT_MATRIX_DOUBLE_4X3 = 38, GCT_MATRIX_DOUBLE_4X4 = 39, GCT_UINT1 = 40,
  GCT_UINT2 = 41, GCT_UINT3 = 42, GCT_UINT4 = 43, GCT_BOOL1 = 44,
  GCT_BOOL2 = 45, GCT_BOOL3 = 46, GCT_BOOL4 = 47, GCT_SAMPLER_WRAPPER1D = 48,
  GCT_SAMPLER_WRAPPER2D = 49, GCT_SAMPLER_WRAPPER3D = 50, GCT_SAMPLER_WRAPPERCUBE = 51, GCT_SAMPLER_STATE = 52,
  GCT_UNKNOWN = 99
}
 Enumeration of the types of constant we may encounter in programs. More...
 
enum  GpuParamVariability {
  GPV_GLOBAL = 1, GPV_PER_OBJECT = 2, GPV_LIGHTS = 4, GPV_PASS_ITERATION_NUMBER = 8,
  GPV_ALL = 0xFFFF
}
 The variability of a GPU parameter, as derived from auto-params targeting it. More...
 
enum  GpuProgramType {
  GPT_VERTEX_PROGRAM, GPT_FRAGMENT_PROGRAM, GPT_GEOMETRY_PROGRAM, GPT_HULL_PROGRAM,
  GPT_DOMAIN_PROGRAM, GPT_COMPUTE_PROGRAM
}
 Enumerates the types of programs which can run on the GPU. More...
 
enum  GPUVendor {
  GPU_UNKNOWN = 0, GPU_NVIDIA = 1, GPU_AMD = 2, GPU_INTEL = 3,
  GPU_S3 = 4, GPU_MATROX = 5, GPU_3DLABS = 6, GPU_SIS = 7,
  GPU_IMAGINATION_TECHNOLOGIES = 8, GPU_APPLE = 9, GPU_NOKIA = 10, GPU_MS_SOFTWARE = 11,
  GPU_MS_WARP = 12, GPU_ARM = 13, GPU_QUALCOMM = 14, GPU_VENDOR_COUNT = 15
}
 Enumeration of GPU vendors. More...
 
enum  Grid2DMode { G2D_X_Z = 0, G2D_X_Y = 1, G2D_Y_Z = 2 }
 The 2D grid mode. 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  GuiMetricsMode { GMM_RELATIVE, GMM_PIXELS, GMM_RELATIVE_ASPECT_ADJUSTED }
 Enum describing how the position / size of an element is to be recorded. 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, IS_UNKNOWN }
 Categorisation of passes for the purpose of additive lighting. More...
 
enum  ImageFlags { IF_COMPRESSED = 0x00000001, IF_CUBEMAP = 0x00000002, IF_3D_TEXTURE = 0x00000004 }
 
enum  InstanceManagerFlags {
  IM_USE16BIT = 0x0001, IM_VTFBESTFIT = 0x0002, IM_VTFBONEMATRIXLOOKUP = 0x0004, IM_USEBONEDUALQUATERNIONS = 0x0008,
  IM_USEONEWEIGHT = 0x0010, IM_FORCEONEWEIGHT = 0x0020, IM_USEALL = IM_USE16BIT|IM_VTFBESTFIT|IM_USEONEWEIGHT
}
 Flags for the Instance Manager when calculating ideal number of instances per batch. More...
 
enum  InstancingTheadedCullingMethod { INSTANCING_CULLING_SINGLETHREAD, INSTANCING_CULLING_THREADED }
 There are two Instancing techniques that perform culling of their own: HW Basic HW VTF Frustum culling is highly parallelizable & scalable. 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  LayerBlendType { LBT_COLOUR, LBT_ALPHA }
 Type of texture blend mode. More...
 
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  ManualCullingMode { MANUAL_CULL_NONE = 1, MANUAL_CULL_BACK = 2, MANUAL_CULL_FRONT = 3 }
 Manual culling modes based on vertex normals. 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  MemoryCategory {
  MEMCATEGORY_GENERAL = 0, MEMCATEGORY_GEOMETRY = 1, MEMCATEGORY_ANIMATION = 2, MEMCATEGORY_SCENE_CONTROL = 3,
  MEMCATEGORY_SCENE_OBJECTS = 4, MEMCATEGORY_RESOURCE = 5, MEMCATEGORY_SCRIPTING = 6, MEMCATEGORY_RENDERSYS = 7,
  MEMCATEGORY_COUNT = 8
}
 A set of categories that indicate the purpose of a chunk of memory being allocated. 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_LEVEL = 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_BASEINFO = 0xD105, 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  MeshVersion {
  MESH_VERSION_LATEST, MESH_VERSION_1_10, MESH_VERSION_1_8, MESH_VERSION_1_7,
  MESH_VERSION_1_4, MESH_VERSION_1_0, MESH_VERSION_LEGACY
}
 Mesh compatibility versions. More...
 
enum  OrientationMode {
  OR_DEGREE_0 = 0, OR_DEGREE_90 = 1, OR_DEGREE_180 = 2, OR_DEGREE_270 = 3,
  OR_PORTRAIT = OR_DEGREE_0, OR_LANDSCAPERIGHT = OR_DEGREE_90, OR_LANDSCAPELEFT = OR_DEGREE_270
}
 Specifies orientation mode. 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  PixelComponentType {
  PCT_BYTE = 0, PCT_SHORT = 1, PCT_FLOAT16 = 2, PCT_FLOAT32 = 3,
  PCT_SINT = 4, PCT_UINT = 5, PCT_COUNT = 6
}
 Pixel component format. More...
 
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_PVRTC_RGB2 = 38, PF_PVRTC_RGBA2 = 39, PF_PVRTC_RGB4 = 40,
  PF_PVRTC_RGBA4 = 41, PF_PVRTC2_2BPP = 42, PF_PVRTC2_4BPP = 43, PF_R11G11B10_FLOAT = 44,
  PF_R8_UINT = 45, PF_R8G8_UINT = 46, PF_R8G8B8_UINT = 47, PF_R8G8B8A8_UINT = 48,
  PF_R16_UINT = 49, PF_R16G16_UINT = 50, PF_R16G16B16_UINT = 51, PF_R16G16B16A16_UINT = 52,
  PF_R32_UINT = 53, PF_R32G32_UINT = 54, PF_R32G32B32_UINT = 55, PF_R32G32B32A32_UINT = 56,
  PF_R8_SINT = 57, PF_R8G8_SINT = 58, PF_R8G8B8_SINT = 59, PF_R8G8B8A8_SINT = 60,
  PF_R16_SINT = 61, PF_R16G16_SINT = 62, PF_R16G16B16_SINT = 63, PF_R16G16B16A16_SINT = 64,
  PF_R32_SINT = 65, PF_R32G32_SINT = 66, PF_R32G32B32_SINT = 67, PF_R32G32B32A32_SINT = 68,
  PF_R9G9B9E5_SHAREDEXP = 69, PF_BC4_UNORM = 70, PF_BC4_SNORM = 71, PF_BC5_UNORM = 72,
  PF_BC5_SNORM = 73, PF_BC6H_UF16 = 74, PF_BC6H_SF16 = 75, PF_BC7_UNORM = 76,
  PF_BC7_UNORM_SRGB = 77, PF_R8 = 78, PF_RG8 = 79, PF_R8_SNORM = 80,
  PF_R8G8_SNORM = 81, PF_R8G8B8_SNORM = 82, PF_R8G8B8A8_SNORM = 83, PF_R16_SNORM = 84,
  PF_R16G16_SNORM = 85, PF_R16G16B16_SNORM = 86, PF_R16G16B16A16_SNORM = 87, PF_ETC1_RGB8 = 88,
  PF_ETC2_RGB8 = 89, PF_ETC2_RGBA8 = 90, PF_ETC2_RGB8A1 = 91, PF_ATC_RGB = 92,
  PF_ATC_RGBA_EXPLICIT_ALPHA = 93, PF_ATC_RGBA_INTERPOLATED_ALPHA = 94, PF_COUNT = 95
}
 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, PFF_INTEGER = 0x00000040
}
 Flags defining some on/off properties of pixel formats. More...
 
enum  PolygonMode { PM_POINTS = 1, PM_WIREFRAME = 2, PM_SOLID = 3 }
 The polygon mode to use when rasterising. More...
 
enum  ProfileGroupMask {
  OGREPROF_USER_DEFAULT = 0x00000001, OGREPROF_ALL = 0xFF000000, OGREPROF_GENERAL = 0x80000000, OGREPROF_CULLING = 0x40000000,
  OGREPROF_RENDERING = 0x20000000
}
 List of reserved profiling masks. More...
 
enum  ProjectionType { PT_ORTHOGRAPHIC, PT_PERSPECTIVE }
 Specifies perspective (realistic) or orthographic (architectural) projection. More...
 
enum  PropertyType {
  PROP_SHORT = 0, PROP_UNSIGNED_SHORT = 1, PROP_INT = 2, PROP_UNSIGNED_INT = 3,
  PROP_LONG = 4, PROP_UNSIGNED_LONG = 5, PROP_REAL = 6, PROP_STRING = 7,
  PROP_VECTOR2 = 8, PROP_VECTOR3 = 9, PROP_VECTOR4 = 10, PROP_COLOUR = 11,
  PROP_BOOL = 12, PROP_QUATERNION = 13, PROP_MATRIX3 = 14, PROP_MATRIX4 = 15,
  PROP_UNKNOWN = 999
}
 The type of a property. 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  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  SceneBlendOperation {
  SBO_ADD, SBO_SUBTRACT, SBO_REVERSE_SUBTRACT, SBO_MIN,
  SBO_MAX
}
 Blending operations controls how objects are blended into the scene. 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  SceneMemoryMgrTypes { SCENE_DYNAMIC = 0, SCENE_STATIC, NUM_SCENE_MEMORY_MANAGER_TYPES }
 The types of NodeMemoryManager & ObjectMemoryManagers. 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  ShadeOptions { SO_FLAT, SO_GOURAUD, SO_PHONG }
 Light shading modes. More...
 
enum  ShadowMapTechniques { SHADOWMAP_UNIFORM, SHADOWMAP_PLANEOPTIMAL, SHADOWMAP_FOCUSED, SHADOWMAP_PSSM }
 
enum  ShadowNodeRecalculation { SHADOW_NODE_RECALCULATE, SHADOW_NODE_REUSE, SHADOW_NODE_FIRST_ONLY, SHADOW_NODE_CASTER_PASS }
 
enum  SharedPtrFreeMethod { SPFM_DELETE, SPFM_DELETE_T, SPFM_FREE }
 The method to use to free memory on destruction. More...
 
enum  SkeletonAnimationBlendMode { ANIMBLEND_AVERAGE = 0, ANIMBLEND_CUMULATIVE = 1 }
 
enum  SkeletonChunkID {
  SKELETON_HEADER = 0x1000, SKELETON_BLENDMODE = 0x1010, SKELETON_BONE = 0x2000, SKELETON_BONE_PARENT = 0x3000,
  SKELETON_ANIMATION = 0x4000, SKELETON_ANIMATION_BASEINFO = 0x4010, SKELETON_ANIMATION_TRACK = 0x4100, SKELETON_ANIMATION_TRACK_KEYFRAME = 0x4110,
  SKELETON_ANIMATION_LINK = 0x5000
}
 Definition of the OGRE .skeleton file format. More...
 
enum  SkeletonVersion { SKELETON_VERSION_1_0, SKELETON_VERSION_1_8, SKELETON_VERSION_LATEST = 100 }
 Skeleton compatibility versions. More...
 
enum  SortMode { SM_DIRECTION, SM_DISTANCE }
 Sort mode for billboard-set and particle-system. 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 on the stencil buffer. More...
 
enum  TerrainAutoUpdateLodStrategy { NONE = 0, BY_DISTANCE = 1 }
 
enum  TerrainLayerSamplerSemantic { TLSS_ALBEDO = 0, TLSS_NORMAL = 1, TLSS_HEIGHT = 2, TLSS_SPECULAR = 3 }
 Enumeration of types of data that can be read from textures that are specific to a given layer. 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  TextureAccess { TA_READ = 0x01, TA_WRITE = 0x10, TA_READ_WRITE = TA_READ | TA_WRITE }
 Enum identifying the texture access privilege. 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  TextureMipmap { MIP_UNLIMITED = 0x7FFFFFFF, MIP_DEFAULT = -1 }
 Enum identifying special mipmap numbers. More...
 
enum  TextureType {
  TEX_TYPE_1D = 1, TEX_TYPE_2D = 2, TEX_TYPE_3D = 3, TEX_TYPE_CUBE_MAP = 4,
  TEX_TYPE_2D_ARRAY = 5, TEX_TYPE_2D_RECT = 6
}
 Enum identifying the texture type. 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 = 0x10, TU_RENDERTARGET = 0x20,
  TU_DEFAULT = TU_AUTOMIPMAP | TU_STATIC_WRITE_ONLY
}
 Enum identifying the texture usage. More...
 
enum  TrackVertexColourEnum {
  TVC_NONE = 0x0, TVC_AMBIENT = 0x1, TVC_DIFFUSE = 0x2, TVC_SPECULAR = 0x4,
  TVC_EMISSIVE = 0x8
}
 
enum  VertexAnimationType { VAT_NONE = 0, VAT_MORPH = 1, VAT_POSE = 2 }
 Type of vertex animation. 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, VES_COUNT = 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,
  VET_DOUBLE1 = 12, VET_DOUBLE2 = 13, VET_DOUBLE3 = 14, VET_DOUBLE4 = 15,
  VET_USHORT1 = 16, VET_USHORT2 = 17, VET_USHORT3 = 18, VET_USHORT4 = 19,
  VET_INT1 = 20, VET_INT2 = 21, VET_INT3 = 22, VET_INT4 = 23,
  VET_UINT1 = 24, VET_UINT2 = 25, VET_UINT3 = 26, VET_UINT4 = 27
}
 Vertex element type, used to identify the base types of the vertex contents. 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...
 

Functions

template<class T >
static FORCEINLINE void advanceRawPointer (const T *&ptr, ptrdiff_t offset)
 Advance the pointer with raw offset. More...
 
template<class T >
static FORCEINLINE void advanceRawPointer (T *&ptr, ptrdiff_t offset)
 
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)
 
void checkForCgError (const String &ogreMethod, const String &errorTextPrefix, CGcontext context)
 Utility function, checks Cg for errors, throw exception if detected. More...
 
void cleanerArrayAabb (char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize)
 
void cleanerArrayQuaternion (char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize)
 
void cleanerArrayVector3 (char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize)
 
void cleanerFlat (char *dstPtr, size_t indexDst, char *srcPtr, size_t indexSrc, size_t numSlots, size_t numFreeSlots, size_t elementsMemSize)
 
template<typename T >
T * constructN (T *basePtr, size_t count)
 Utility function for constructing an array of objects with placement new, without using new[] (which allocates an undocumented amount of extra memory and so isn't appropriate for custom allocators). More...
 
template<typename T >
void deletePtr (T *ptr)
 Function which invokes OGRE_DELETE on a given pointer. More...
 
template<typename T >
T::iterator efficientVectorRemove (T &container, typename T::iterator &iterator)
 Used for efficient removal in std::vector and std::deque (like an std::list) However it assumes the order of elements in container is not important or something external to the container holds the index of an element in it (but still should be kept deterministically across machines) Basically it swaps the iterator with the last iterator, and pops back Returns the next iterator. More...
 
uint32 _OgreExport FastHash (const char *data, int len, uint32 hashSoFar=0)
 Fast general hashing algorithm. More...
 
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. More...
 
GLSupportgetGLSupport ()
 
template<typename T >
uint32 HashCombine (uint32 hashSoFar, const T &data)
 Combine hashes with same style as boost::hash_combine. More...
 
String logObjectInfo (const String &msg, const GLuint obj)
 If there is a message in GL info log then post it in the Ogre Log. More...
 
const float & max (const float &a, const float &b)
 
const double & max (const double &a, const double &b)
 
const float & min (const float &a, const float &b)
 
const double & min (const double &a, const double &b)
 
_OgreExport bool operator!= (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
 
template<typename T , typename T2 , typename P >
bool operator!= (STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
 determine equality, can memory from another allocator be released by this allocator, (ISO C++) More...
 
template<typename T , typename P , typename OtherAllocator >
bool operator!= (STLAllocator< T, P > const &, OtherAllocator const &)
 determine equality, can memory from another allocator be released by this allocator, (ISO C++) More...
 
template<class T , class U >
bool operator!= (SharedPtr< T > const &a, SharedPtr< U > const &b)
 
Vector4 operator* (const Vector4 &v, const Matrix4 &mat)
 
Radian operator* (Real a, const Radian &b)
 
Degree operator* (Real a, const Degree &b)
 
Radian operator/ (Real a, const Radian &b)
 
Degree operator/ (Real a, const Degree &b)
 
template<class T , class U >
bool operator< (SharedPtr< T > const &a, SharedPtr< U > const &b)
 
template<typename T >
std::ostream & operator<< (std::ostream &o, const TRect< T > &r)
 
_OgreExport bool operator== (const ShadowTextureConfig &lhs, const ShadowTextureConfig &rhs)
 
template<typename T , typename T2 , typename P >
bool operator== (STLAllocator< T, P > const &, STLAllocator< T2, P > const &)
 determine equality, can memory from another allocator be released by this allocator, (ISO C++) More...
 
template<typename T , typename P , typename OtherAllocator >
bool operator== (STLAllocator< T, P > const &, OtherAllocator const &)
 determine equality, can memory from another allocator be released by this allocator, (ISO C++) More...
 
template<class T , class U >
bool operator== (SharedPtr< T > const &a, SharedPtr< U > const &b)
 
bool OrderCacheByHash (const HlmsCache &_left, const HlmsCache &_right)
 
bool OrderParamVecByKey (const std::pair< IdString, String > &_left, const std::pair< IdString, String > &_right)
 
bool OrderPropertyByIdString (const HlmsProperty &_left, const HlmsProperty &_right)
 
bool OrderSkeletonInstanceByMemory (const SkeletonInstance *_left, const SkeletonInstance *_right)
 
template<class T >
static FORCEINLINE const T * rawOffsetPointer (const T *ptr, ptrdiff_t offset)
 Returns raw offseted of the given pointer. More...
 
template<class T >
static FORCEINLINE T * rawOffsetPointer (T *ptr, ptrdiff_t offset)
 
template<class C >
void removeDuplicates (C &c)
 
String translateWGLError ()
 

Variables

PixelFormatDescription _pixelFormats [PF_COUNT]
 Pixel format database. More...
 
const String BLANKSTRING
 Constant blank string, useful for returning by ref where local does not exist. More...
 
static unsigned int modeCount = 0
 
static unsigned int modeCount = 0
 

Detailed Description


This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/

Author
Jon Anderson

Copyright (c) 2000-2014 Torus Knot Software Ltd

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN

THE SOFTWARE.

Typedef Documentation

typedef std::string Ogre::_StringBase

Definition at line 491 of file OgrePrerequisites.h.

typedef std::basic_stringstream<char,std::char_traits<char>,std::allocator<char> > Ogre::_StringStreamBase

Definition at line 497 of file OgrePrerequisites.h.

Definition at line 39 of file OgreSkeletonInstance.h.

Definition at line 72 of file OgrePCZone.h.

Definition at line 152 of file OgreArrayConfig.h.

typedef bool Ogre::ArrayMaskI

Definition at line 154 of file OgreArrayConfig.h.

typedef bool Ogre::ArrayMaskR

Definition at line 153 of file OgreArrayConfig.h.

Definition at line 150 of file OgreArrayConfig.h.

Definition at line 149 of file OgreArrayConfig.h.

typedef list< WireBoundingBox * >::type Ogre::BoxList

Definition at line 53 of file OgreOctreeSceneManager.h.

Definition at line 221 of file OgreBspLevel.h.

typedef list< unsigned long >::type Ogre::ColorList

Definition at line 56 of file OgreOctreeSceneManager.h.

Definition at line 53 of file OgreCompositorCommon.h.

Definition at line 56 of file OgreCompositorCommon.h.

Definition at line 348 of file OgrePrerequisites.h.

typedef DXGI_SWAP_CHAIN_DESC Ogre::DXGI_SWAP_CHAIN_DESC_N

Definition at line 88 of file OgreD3D11Prerequisites.h.

Definition at line 43 of file OgreOverlayPrerequisites.h.

typedef vector<Frustum*>::type Ogre::FrustumVec

Definition at line 45 of file OgreMovableObject.h.

typedef GLAtomicCounterReferenceList::iterator Ogre::GLAtomicCounterReferenceIterator

Definition at line 74 of file Plus/include/GLSL/OgreGLSLProgram.h.

typedef GLCounterBufferList::iterator Ogre::GLCounterBufferIterator

Definition at line 79 of file Plus/include/GLSL/OgreGLSLProgram.h.

Definition at line 48 of file OgreGLPrerequisites.h.

typedef GLUniformBufferList::iterator Ogre::GLUniformBufferIterator

Definition at line 76 of file Plus/include/GLSL/OgreGLSLProgram.h.

typedef GLUniformReferenceList::iterator Ogre::GLUniformReferenceIterator

Definition at line 72 of file Plus/include/GLSL/OgreGLSLProgram.h.

Definition at line 349 of file OgrePrerequisites.h.

typedef ID3D11DeviceContext Ogre::ID3D11DeviceContextN

Definition at line 82 of file OgreD3D11Prerequisites.h.

typedef ID3D11Device Ogre::ID3D11DeviceN

Definition at line 81 of file OgreD3D11Prerequisites.h.

typedef ID3D11RasterizerState Ogre::ID3D11RasterizerStateN

Definition at line 83 of file OgreD3D11Prerequisites.h.

Big projects with lots, lots of units for very long periods of time (MMORPGs?) may want to define this to 64-bit.

Definition at line 36 of file OgreId.h.

typedef IDXGIAdapter1 Ogre::IDXGIAdapterN

Definition at line 85 of file OgreD3D11Prerequisites.h.

typedef IDXGIDevice1 Ogre::IDXGIDeviceN

Definition at line 86 of file OgreD3D11Prerequisites.h.

typedef IDXGIFactory1 Ogre::IDXGIFactoryN

Definition at line 84 of file OgreD3D11Prerequisites.h.

typedef IDXGISwapChain Ogre::IDXGISwapChainN

Definition at line 87 of file OgreD3D11Prerequisites.h.

typedef short Ogre::int16

Definition at line 424 of file OgrePlatform.h.

typedef int Ogre::int32

Definition at line 423 of file OgrePlatform.h.

typedef long long Ogre::int64

Definition at line 432 of file OgrePlatform.h.

typedef signed char Ogre::int8

Definition at line 425 of file OgrePlatform.h.

Definition at line 49 of file OgreSkeletonTrack.h.

typedef vector<KeyFrameRigVec::const_iterator>::type Ogre::KnownKeyFramesVec

Definition at line 42 of file OgreSkeletonAnimation.h.

Definition at line 66 of file OgreLodPrerequisites.h.

Definition at line 44 of file OgreLodConfig.h.

Definition at line 355 of file OgrePrerequisites.h.

Definition at line 60 of file OgreMathlib.h.

typedef vector<char*>::type Ogre::MemoryPoolVec

Definition at line 37 of file OgreArrayMemoryManager.h.

Definition at line 357 of file OgrePrerequisites.h.

typedef vector<byte>::type Ogre::MicroCode

Definition at line 38 of file OgreD3D11HLSLProgram.h.

typedef vector< SceneNode * >::type Ogre::NodeList

Definition at line 74 of file OgrePCZone.h.

Identifier for a page.

Definition at line 58 of file OgrePagingPrerequisites.h.

Definition at line 358 of file OgrePrerequisites.h.

typedef list< PCPlane * >::type Ogre::PCPlaneList

Definition at line 62 of file OgrePCZFrustum.h.

typedef list<PCZone*>::type Ogre::PCZoneList

Definition at line 70 of file OgrePCZone.h.

Definition at line 49 of file OgreOctreeZoneOctree.h.

Definition at line 73 of file OgrePCZone.h.

typedef list<Portal*>::type Ogre::PortalList

Definition at line 71 of file OgrePCZone.h.

typedef float Ogre::Real

Software floating point type.

Note
Not valid as a pointer to GPU buffers / parameters

Definition at line 70 of file OgrePrerequisites.h.

typedef unsigned long long int Ogre::ResourceHandle

Definition at line 39 of file OgreResource.h.

Definition at line 360 of file OgrePrerequisites.h.

Definition at line 76 of file OgrePCZone.h.

typedef