Ignition Rendering

API Reference

0.1.0
Class Hierarchy
This inheritance list is sorted roughly, but not completely, alphabetically:
[detail level 123456789]
 Cenable_shared_from_this< BaseObject > [external]
 CBaseObject
 Cenable_shared_from_this< BaseScene > [external]
 CBaseScene
 CImageEncapsulates a raw image buffer and relevant properties
 CMap< T >Storage map from std::string to template class T
 CBaseMap< T, U >
 CMap< Material >
 CBaseMap< Material, T >
 CMeshDescriptorDescribes how a Mesh should be loaded
 CObjectRepresents an object present in the scene graph. This includes sub-meshes, materials, render targets, as well as posable nodes
 CBaseObject
 CGeometryRepresents a geometric shape to be rendered
 CMaterialRepresents a surface material of a Geometry
 CNodeRepresents a single posable node in the scene graph
 CRayQueryA Ray Query class used for computing ray object intersections
 CRenderTargetRepresents a render-target to which cameras can render images
 CSubMeshRepresents a single mesh geometry
 COgreConversionsConversions Conversions.hh rendering/Conversions.hh
 COgreMeshFactory
 COgreSubMeshStoreFactory
 CPixelUtilProvides supporting functions for PixelFormat enum
 CRayQueryResultA class that stores ray query intersection results
 CRenderEngineAn abstract interface to a concrete render-engine. A RenderEngine is responsible for initializing a render-engine as well as creating, storing, and destroying scenes
 CBaseRenderEngine
 CRenderEnginePluginBase plugin class for render engines
 COgreRenderEnginePluginPlugin for loading ogre render engine
 CSceneManages 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
 CBaseScene
 CShaderUtilProvides supporting functions for ShaderType enum
 CSingletonT
 COgreRenderEngine
 COgreRTShaderSystemImplements Ogre's Run-Time Shader system
 CRenderEngineManagerCollection 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
 CStore< T >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
 CBaseStore< T, U >
 CCompositeStore< T >Represents a collection of Store objects, collectively working as a single composite store
 CStoreWrapper< T, U >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
 CStore< Geometry >
 CBaseStore< Geometry, T >
 CStore< Light >
 CBaseStore< Light, T >
 CStore< Node >
 CBaseStore< Node, T >
 CCompositeStore< Node >
 CStore< Scene >
 CBaseStore< Scene, T >
 CStore< Sensor >
 CBaseStore< Sensor, T >
 CStore< SubMesh >
 CBaseStore< SubMesh, T >
 CStore< Visual >
 CBaseStore< Visual, T >
 CViewControllerA camera view controller
 COrbitViewControllerA camera view controller
 CT
 CBaseArrowVisual< T >
 CBaseAxisVisual< T >
 CBaseCamera< T >
 CBaseDirectionalLight< T >
 CBaseGeometry< T >
 CBaseGrid< T >Base implementation of a grid geometry
 CBaseLight< T >
 CBaseMaterial< T >
 CBaseMesh< T >
 CBaseNode< T >
 CBasePointLight< T >
 CBaseRayQuery< T >A Ray Query class used for computing ray object intersections
 CBaseRenderTarget< T >
 CBaseRenderTexture< T >
 CBaseRenderWindow< T >
 CBaseSensor< T >
 CBaseSpotLight< T >
 CBaseSubMesh< T >
 CBaseVisual< T >