class methods
- begin()
- bind()
- bindForBlitting()
- disableAlphaMask()
- disableLight()
- disableLighting()
- disablePointSprites()
- disableSeparateSpecularLight()
- disableTextureTarget()
- draw()
- drawElements()
- drawElementsInstanced()
- drawInstanced()
- enableLight()
- enableLighting()
- enablePointSprites()
- enableSeparateSpecularLight()
- enableTextureTarget()
- end()
- getGLVersionMajor()
- getGLVersionMinor()
- getLightingEnabled()
- saveFullViewport()
- saveScreen()
- setAlphaMaskTex()
- setGlobalAmbientColor()
- setLightAmbientColor()
- setLightAttenuation()
- setLightDiffuseColor()
- setLightPosition()
- setLightSpecularColor()
- setLightSpotConcentration()
- setLightSpotDirection()
- setLightSpotlightCutOff()
- setSmoothLighting()
- unbind()
Extends
This class extends others, you can call their methods on an instance of ofBaseGLRenderer too:
bindForBlitting(...)
void ofBaseGLRenderer::bindForBlitting(const ofFbo &fboSrc, ofFbo &fboDst, int attachmentPoint=0)
disableTextureTarget(...)
void ofBaseGLRenderer::disableTextureTarget(int textureTarget, int textureLocation)
draw(...)
void ofBaseGLRenderer::draw(const ofTexture &image, float x, float y, float z, float w, float h, float sx, float sy, float sw, float sh)
drawElements(...)
void ofBaseGLRenderer::drawElements(const ofVbo &vbo, GLuint drawMode, int amt, int offsetelements)
drawElementsInstanced(...)
void ofBaseGLRenderer::drawElementsInstanced(const ofVbo &vbo, GLuint drawMode, int amt, int primCount)
drawInstanced(...)
void ofBaseGLRenderer::drawInstanced(const ofVbo &vbo, GLuint drawMode, int first, int total, int primCount)
drawInstanced(...)
void ofBaseGLRenderer::drawInstanced(const ofVboMesh &mesh, ofPolyRenderMode renderType, int primCount)
enableTextureTarget(...)
void ofBaseGLRenderer::enableTextureTarget(const ofTexture &tex, int textureLocation)
setLightAmbientColor(...)
void ofBaseGLRenderer::setLightAmbientColor(int lightIndex, const ofFloatColor &c)
setLightAttenuation(...)
void ofBaseGLRenderer::setLightAttenuation(int lightIndex, float constant, float linear, float quadratic)
setLightDiffuseColor(...)
void ofBaseGLRenderer::setLightDiffuseColor(int lightIndex, const ofFloatColor &c)
setLightPosition(...)
void ofBaseGLRenderer::setLightPosition(int lightIndex, const glm::vec4 &position)
setLightSpecularColor(...)
void ofBaseGLRenderer::setLightSpecularColor(int lightIndex, const ofFloatColor &c)
setLightSpotConcentration(...)
void ofBaseGLRenderer::setLightSpotConcentration(int lightIndex, float exponent)
setLightSpotDirection(...)
void ofBaseGLRenderer::setLightSpotDirection(int lightIndex, const glm::vec4 &direction)
setLightSpotlightCutOff(...)
void ofBaseGLRenderer::setLightSpotlightCutOff(int lightIndex, float spotCutOff)
Last updated 星期二, 19 十一月 2024 17:24:54 UTC - 2537ee49f6d46d5fe98e408849448314fd1f180e
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