Expand description
Structs§
- 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.
- Volume data consisting of voxel data inside a cube.
- 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.
- 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.
- Similar to Model, except it is possible to render many instances of the same model efficiently.
- Part of an InstancedModel consisting of a InstancedMesh, some type of material and a set of possible animations.
- An illusion of a sky.
- A terrain geometry based on a height map and with an applied material.
- A voxel grid inside a cube with a material type specified by the generic parameter.
- A water geometry with an applied material.
- A set of parameters that defines one wave of the water surface.
Enums§
- Specifies the Level of Detail (LOD) for a geometry.
Constants§
- The maximum number of waves.
Traits§
- Represents a 3D object which can be rendered directly or used in a render call, for example RenderTarget::render.