MRPT
2.0.1
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#include <mrpt/img/TColor.h>
#include <mrpt/math/TPoint3D.h>
#include <mrpt/math/math_frwds.h>
#include <mrpt/opengl/DefaultShaders.h>
#include <mrpt/opengl/RenderQueue.h>
#include <mrpt/opengl/Shader.h>
#include <mrpt/opengl/TRenderMatrices.h>
#include <mrpt/opengl/opengl_fonts.h>
#include <mrpt/poses/CPose3D.h>
#include <mrpt/serialization/CSerializable.h>
#include <deque>
Go to the source code of this file.
Classes | |
class | mrpt::opengl::CRenderizable |
The base class of 3D objects that can be directly rendered through OpenGL. More... | |
struct | mrpt::opengl::CRenderizable::RenderContext |
Context for calls to render() More... | |
Namespaces | |
mrpt::opengl | |
The namespace for 3D scene representation and rendering. | |
Typedefs | |
using | mrpt::opengl::CListOpenGLObjects = std::deque< CRenderizable::Ptr > |
A list of smart pointers to renderizable objects. More... | |
Functions | |
Miscellaneous rendering methods | |
void | mrpt::opengl::enqueForRendering (const mrpt::opengl::CListOpenGLObjects &objs, const mrpt::opengl::TRenderMatrices &state, RenderQueue &rq) |
Processes, recursively, all objects in the list, classifying them by shader programs into a list suitable to be used within processPendingRendering() More... | |
void | mrpt::opengl::processRenderQueue (const RenderQueue &rq, std::map< shader_id_t, mrpt::opengl::Program::Ptr > &shaders, const mrpt::opengl::TLightParameters &lights) |
After enqueForRendering(), actually executes the rendering tasks, grouped shader by shader. More... | |
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