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SleakEngine 1.0.0
C++23 multi-backend game engine
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Renderer-facing public runtime: meshes, materials, textures, skybox, and model loading. More...
Classes | |
| class | Sleak::Material |
| class | Sleak::MeshBatch |
| struct | Sleak::MeshData |
| struct | Sleak::MeshHandle |
| class | Sleak::ModelLoader |
| struct | Sleak::ModelLoadOptions |
| class | Sleak::Renderable |
| class | Sleak::Skybox |
| class | Sleak::Texture |
| struct | Sleak::Vertex |
| class | Sleak::VertexGroup |
Renderer-facing public runtime: meshes, materials, textures, skybox, and model loading.
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#include <Material.hpp>
Controls how a material handles transparency.
| Enumerator | |
|---|---|
| Opaque | |
| Cutout | |
| Transparent | |
Definition at line 33 of file Material.hpp.
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#include <Texture.hpp>
Sampling quality, from point sampling up through anisotropic filtering.
| Enumerator | |
|---|---|
| Nearest | |
| Bilinear | |
| Trilinear | |
| Anisotropic2x | |
| Anisotropic4x | |
| Anisotropic8x | |
| Anisotropic16x | |
| Linear | |
| Anisotropic | |
Definition at line 28 of file Texture.hpp.
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#include <Texture.hpp>
Pixel layout a Texture's data is stored/uploaded in.
| Enumerator | |
|---|---|
| RGBA8 | |
| RGB8 | |
| BGRA8 | |
| DXT1 | |
| DXT5 | |
Definition at line 10 of file Texture.hpp.
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#include <Texture.hpp>
Dimensionality/layout a Texture represents on the GPU.
| Enumerator | |
|---|---|
| Texture2D | |
| TextureCube | |
| Texture3D | |
Definition at line 20 of file Texture.hpp.
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#include <Texture.hpp>
How UV coordinates outside [0,1] are resolved when sampling.
| Enumerator | |
|---|---|
| Repeat | |
| ClampToEdge | |
| ClampToBorder | |
| Mirror | |
| MirrorClampToEdge | |
Definition at line 43 of file Texture.hpp.