Environment map renderer creation info. More...
#include <EnvMapRenderer.hpp>
Public Attributes | |
IRenderDevice * | pDevice = nullptr |
Render device. | |
IRenderStateCache * | pStateCache = nullptr |
An optional render state cache. | |
IBuffer * | pCameraAttribsCB = nullptr |
A buffer that contains camera attributes. | |
Uint8 | NumRenderTargets = 1 |
The number of render targets. | |
TEXTURE_FORMAT | RTVFormats [DILIGENT_MAX_RENDER_TARGETS] = {TEX_FORMAT_RGBA8_UNORM_SRGB} |
Render target formats. | |
TEXTURE_FORMAT | DSVFormat = TEX_FORMAT_D32_FLOAT |
Depth-stencil view format. | |
Uint32 | RenderTargetMask = 0x1u |
A bit mask that defines the render targets to render to. | |
bool | PackMatrixRowMajor = false |
Whether shader matrices are laid out in row-major order in GPU memory. | |
Environment map renderer creation info.
bool Diligent::EnvMapRenderer::CreateInfo::PackMatrixRowMajor = false |
Whether shader matrices are laid out in row-major order in GPU memory.
By default, shader matrices are laid out in column-major order in GPU memory. If this option is set to true, shaders will be compiled with the Diligent::SHADER_COMPILE_FLAG_PACK_MATRIX_ROW_MAJOR flag and use the row-major layout.
Uint32 Diligent::EnvMapRenderer::CreateInfo::RenderTargetMask = 0x1u |
A bit mask that defines the render targets to render to.
If bit N is set, the N-th render target's color write mask will be set to Diligent::COLOR_MASK_ALL. Otherwise, it will be set to Diligent::COLOR_MASK_NONE.