Support Forum G3D Web Page |
G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License. More...
Namespaces | |
G3D | |
G3D::_internal | |
Macros | |
#define | binaryFormatOf(T) (G3D::_internal::_BinaryFormat<T>::x()) |
A macro that maps G3D types to format constants. More... | |
#define | DECLARE_BINARYFORMATOF(CType, EnumType) |
Macro to declare the underlying format (as will be returned by glFormatOf) of a type. More... | |
Enumerations | |
enum | G3D::BinaryFormat { G3D::FIRST_BINFMT = 1000, G3D::BOOL8_BINFMT, G3D::UINT8_BINFMT, G3D::INT8_BINFMT, G3D::UINT16_BINFMT, G3D::INT16_BINFMT, G3D::UINT32_BINFMT, G3D::INT32_BINFMT, G3D::UINT64_BINFMT, G3D::INT64_BINFMT, G3D::UINT128_BINFMT, G3D::INT128_BINFMT, G3D::FLOAT16_BINFMT, G3D::FLOAT32_BINFMT, G3D::FLOAT64_BINFMT, G3D::VECTOR2_BINFMT, G3D::VECTOR2INT16_BINFMT, G3D::VECTOR3_BINFMT, G3D::VECTOR3INT16_BINFMT, G3D::VECTOR4_BINFMT, G3D::VECTOR4INT16_BINFMT, G3D::VECTOR4UINT16_BINFMT, G3D::COLOR3_BINFMT, G3D::COLOR3UNORM8_BINFMT, G3D::COLOR3INT16_BINFMT, G3D::COLOR4_BINFMT, G3D::COLOR4UNORM8_BINFMT, G3D::COLOR4INT16_BINFMT, G3D::STRING_BINFMT, G3D::STRINGEVEN_BINFMT, G3D::STRING8_BINFMT, G3D::STRING16_BINFMT, G3D::STRING32_BINFMT, G3D::CHUNK_BINFMT, G3D::CUSTOM_BINFMT, G3D::LAST_BINFMT } |
Some values like float16 and int128 have no current CPU data structure that implements them but are useful for file formats and for GPUs. More... | |
Functions | |
int32 | G3D::byteSize (BinaryFormat f) |
Returns -1 if the format is custom, otherwise the byte size of a single element in this format. More... | |
G3D Innovation Engine http://casual-effects.com/g3d Copyright 2000-2019, Morgan McGuire All rights reserved Available under the BSD License.
#define binaryFormatOf | ( | T | ) | (G3D::_internal::_BinaryFormat<T>::x()) |
A macro that maps G3D types to format constants.
(e.g. binaryFormatOf(Vector3) == VECTOR3_BINFMT).
#define DECLARE_BINARYFORMATOF | ( | CType, | |
EnumType | |||
) |
Macro to declare the underlying format (as will be returned by glFormatOf) of a type.
For example,
DECLARE_BINARYFORMATOF(Vector4, VECTOR4_BINFMT)
Use this so you can make vertex arrays of your own classes and not just the standard ones.