Expand description
Structs§
- Axes
- Three arrows indicating the three main axes; the x-axis (red), the y-axis (green) and the z-axis (blue). Used for easily debugging where objects are placed in the 3D world.
- CpuModel
- A Model contain the same data as a Scene, it’s just stored in flat arrays instead of in a tree structure. You can convert from a Scene to a Model, but not the other way, because the tree structure is lost in the conversion.
- CpuVoxel
Grid - Volume data consisting of voxel data inside a cube.
- Gm
- A combination of a Geometry and a Material which implements Object. Use this to combine any geometry and material into an object that can be used in a render function for example RenderTarget::render. The only requirement is that the geometry provides all the per vertex information (normals, uv coordinates, etc.) that the material requires.
- Imposters
- A level-of-detail technique to replace rendering of high-poly meshes. Should only be used where details cannot be seen, for example when the objects are far away. A set of objects are rendered from different angles into a set of textures and the textures are then rendered continuously instead of the expensive objects.
- Instanced
Model - Similar to Model, except it is possible to render many instances of the same model efficiently.
- Instanced
Model Part - Part of an InstancedModel consisting of a InstancedMesh, some type of material and a set of possible animations.
- Model
- A 3D model consisting of a set of ModelParts.
- Model
Part - Part of a Model consisting of a Mesh, some type of material and a set of possible animations. Can be converted to a Gm using Into if the animations are not needed.
- Skybox
- An illusion of a sky.
- Terrain
- A terrain geometry based on a height map and with an applied material.
- Voxel
Grid - A voxel grid inside a cube with a material type specified by the generic parameter.
- Water
- A water geometry with an applied material.
- Wave
Parameters - A set of parameters that defines one wave of the water surface.
- Wireframe
- Renders a triangle mesh as a screen-space wireframe.
Enums§
- Lod
- Specifies the Level of Detail (LOD) for a geometry.
Constants§
- MAX_
WAVE_ COUNT - The maximum number of waves.
Traits§
- Object
- Represents a 3D object which can be rendered directly or used in a render call, for example RenderTarget::render.