Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 123]
▼Nignition | |
▼Nrendering | |
CArrowVisual | Represents a arrow composite visual |
CAxisVisual | Represents a axis composite visual |
CBaseArrowVisual | |
CBaseAxisVisual | |
CBaseCamera | |
CBaseCompositeStore | |
CBaseDirectionalLight | |
CBaseGeometry | |
CBaseGeometryStore | |
CBaseGrid | Base implementation of a grid geometry |
CBaseLight | |
CBaseLightStore | |
CBaseMap | |
CBaseMaterial | |
CBaseMaterialMap | |
CBaseMesh | |
CBaseNode | |
CBaseNodeCompositeStore | |
CBaseNodeStore | |
CBaseObject | |
CBasePointLight | |
CBaseRayQuery | A Ray Query class used for computing ray object intersections |
CBaseRenderEngine | |
CBaseRenderTarget | |
CBaseRenderTexture | |
CBaseRenderWindow | |
CBaseScene | |
CBaseSceneStore | |
CBaseSensor | |
CBaseSensorStore | |
CBaseSpotLight | |
CBaseStore | |
CBaseStoreWrapper | |
CBaseSubMesh | |
CBaseSubMeshStore | |
CBaseVisual | |
CBaseVisualStore | |
CCamera | Posable camera used for rendering the scene graph |
CCompositeStore | Represents a collection of Store objects, collectively working as a single composite store |
CCompositeVisual | Represents a predefined collection of geometries and visuals |
CDirectionalLight | Represents a infinite directional light |
CGeometry | Represents a geometric shape to be rendered |
CGrid | Represents a grid geometry drawn along the XY plane. If vertical cell count is specified then the grid becomes 3D |
CImage | Encapsulates a raw image buffer and relevant properties |
CLight | Represents a light source in the scene graph |
CMap | Storage map from std::string to template class T |
CMaterial | Represents a surface material of a Geometry |
CMesh | Represents a collection of mesh geometries |
CMeshDescriptor | Describes how a Mesh should be loaded |
CNode | Represents a single posable node in the scene graph |
CObject | Represents an object present in the scene graph. This includes sub-meshes, materials, render targets, as well as posable nodes |
COgreArrowVisual | |
COgreAxisVisual | |
COgreCamera | |
COgreConversions | Conversions Conversions.hh rendering/Conversions.hh |
COgreDirectionalLight | |
COgreGeometry | |
COgreGrid | Ogre implementation of a grid geometry |
COgreLight | |
COgreMaterial | |
COgreMesh | |
COgreMeshFactory | |
COgreNode | |
COgreObject | |
COgrePointLight | |
COgreRayQuery | A Ray Query class used for computing ray object intersections |
COgreRenderEngine | |
COgreRenderEnginePlugin | Plugin for loading ogre render engine |
COgreRenderTarget | |
COgreRenderTexture | |
COgreRenderWindow | |
COgreRTShaderSystem | Implements Ogre's Run-Time Shader system |
COgreScene | |
COgreSensor | |
COgreSpotLight | |
COgreSubMesh | |
COgreSubMeshStoreFactory | |
COgreVisual | |
COrbitViewController | A camera view controller |
CPixelUtil | Provides supporting functions for PixelFormat enum |
CPointLight | Represents a point light |
CRayQuery | A Ray Query class used for computing ray object intersections |
CRayQueryResult | A class that stores ray query intersection results |
CRenderEngine | An abstract interface to a concrete render-engine. A RenderEngine is responsible for initializing a render-engine as well as creating, storing, and destroying scenes |
CRenderEngineManager | Collection of render-engines. This provides access to all the render-engines available at runtime. RenderEngine objects should not be access directly, but instead via the RenderEngineManager to maintain a flexible render-engine agnostic design |
CRenderEnginePlugin | Base plugin class for render engines |
CRenderTarget | Represents a render-target to which cameras can render images |
CRenderTexture | Represents a off-screen render-texture to which cameras can render images |
CRenderWindow | Represents a on-screen render-window to which cameras can render images |
CScene | Manages a single scene-graph. This class updates scene-wide properties and holds the root scene node. A Scene also serves as a factory for all scene objects |
CSensor | Represents a scene sensor. The most obvious example is a camera, but it can be anything that generates output from the scene |
CShaderUtil | Provides supporting functions for ShaderType enum |
CSpotLight | Represents a spotlight |
CStore | Multi-access storage structure of template class T. Template class T is expected to have functions GetId, GetName(), Destroy() which return unsigned int, std::string, and void respectively. This store will ensure that each element's name and ID are unique |
CStoreWrapper | Simple wrapper class that allows a Store of type Derived to be treated as a Store of type Base, where Derived is some class derived from Base. This is useful in storing Stores of different derived types in a single CompositeStore instance |
CSubMesh | Represents a single mesh geometry |
CViewController | A camera view controller |
CVisual | Represents a visual node in a scene graph. A Visual is the only node that can have Geometry and other Visual children |