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0 A.D.
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renderer
(renderer globals)

   in AlphaMapCalculator.h
   in BlendShapes.h
   in FixedFunctionModelRenderer.h
   in HWLightingModelRenderer.h
   in InstancingModelRenderer.h
   in ModelRenderer.h
   in ModelVertexRenderer.h
   in PatchRData.h
   in PlayerRenderer.h
   in Renderer.h
   in RenderModifiers.h
   in RenderPathVertexShader.h
   in Scene.h
   in ShadowMap.h
   in SkyManager.h
   in TerrainOverlay.h
   in TerrainRenderer.h
   in TransparencyRenderer.h
   in VertexArray.h
   in VertexBuffer.h
   in VertexBufferManager.h
   in WaterManager.h
   in PatchRData.cpp
   in Renderer.cpp
   in TerrainOverlay.cpp
   in VertexArray.cpp
   in VertexBuffer.cpp

(renderer globals)


Field Summary
 const int[ 8 ][ 2 ] BlendOffsets
          CPatchRData constructor
 static std::vector< std::pair< TerrainOverlay*, int > > g_TerrainOverlayList
          See TerrainOverlay.cpp
 CVertexBufferManager g_VBMan
          Call at shutdown to free memory
 const float uvFactor
          See PatchRData.cpp
 
Method Summary
 static void CalculateUV( float uv[ 2], int x, int z )
          See PatchRData.cpp
 static inline void CopyTriple( unsigned char* dst, const unsigned char* src )
          LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and calculate the coordinate of each alphamap within this packed texture
  ERROR_GROUP( Renderer )
          ========================================================================= File : VertexBuffer.
  ERROR_TYPE( Renderer, VBOFailed )
          shared list of all free batch objects
 static Handle GetTerrainTileTexture( CTerrain* terrain, int gx, int gz )
          See PatchRData.cpp
 static size_t RoundStride( size_t stride )
          See VertexArray.cpp
 
Symbol Summary
 #define BLENDMAP_FLIPU 0x02
          See AlphaMapCalculator.h
 #define BLENDMAP_FLIPV 0x01
          See AlphaMapCalculator.h
 #define BLENDMAP_ROTATE180 0x08
          See AlphaMapCalculator.h
 #define BLENDMAP_ROTATE270 0x10
          See AlphaMapCalculator.h
 #define BLENDMAP_ROTATE90 0x04
          See AlphaMapCalculator.h
 #define g_Renderer CRenderer::GetSingleton()
          See Renderer.h
 #define INCLUDED_ALPHAMAPCALCULATOR
          See AlphaMapCalculator.h
 #define INCLUDED_BLENDSHAPES
          See BlendShapes.h
 #define INCLUDED_FIXEDFUNCTIONMODELRENDERER
          See FixedFunctionModelRenderer.h
 #define INCLUDED_HWLIGHTINGMODELRENDERER
          See HWLightingModelRenderer.h
 #define INCLUDED_INSTANCINGMODELRENDERER
          See InstancingModelRenderer.h
 #define INCLUDED_MODELRENDERER
          See ModelRenderer.h
 #define INCLUDED_MODELVERTEXRENDERER
          See ModelVertexRenderer.h
 #define INCLUDED_PATCHRDATA
          See PatchRData.h
 #define INCLUDED_PLAYERRENDERER
          See PlayerRenderer.h
 #define INCLUDED_RENDERER
          See Renderer.h
 #define INCLUDED_RENDERMODIFIERS
          See RenderModifiers.h
 #define INCLUDED_RENDERPATHVERTEXSHADER
          See RenderPathVertexShader.h
 #define INCLUDED_SCENE
          See Scene.h
 #define INCLUDED_SHADOWMAP
          See ShadowMap.h
 #define INCLUDED_SKYMANAGER
          See SkyManager.h
 #define INCLUDED_TERRAINOVERLAY
          See TerrainOverlay.h
 #define INCLUDED_TERRAINRENDERER
          See TerrainRenderer.h
 #define INCLUDED_TRANSPARENCYRENDERER
          See TransparencyRenderer.h
 #define INCLUDED_VERTEXARRAY
          See VertexArray.h
 #define INCLUDED_VERTEXBUFFER
          See VertexBuffer.h
 #define INCLUDED_VERTEXBUFFERMANAGER
          See VertexBufferManager.h
 #define INCLUDED_WATERMANAGER
          See WaterManager.h
 #define MAX_VB_SIZE_BYTES (512*1024)
          See VertexBuffer.h
 #define STREAM_COLOR 0x04
          See Renderer.h
 #define STREAM_NORMAL 0x02
          See Renderer.h
 #define STREAM_POS 0x01
          See Renderer.h
 #define STREAM_POSTOUV0 0x80
          See Renderer.h
 #define STREAM_TEXGENTOUV1 0x100
          See Renderer.h
 #define STREAM_UV0 0x08
          See Renderer.h
 #define STREAM_UV1 0x10
          See Renderer.h
 #define STREAM_UV2 0x20
          See Renderer.h
 #define STREAM_UV3 0x40
          See Renderer.h
 

Field Detail

BlendOffsets

 const int BlendOffsets[ 8 ][ 2 ];
CPatchRData constructor
See PatchRData.cpp.

g_TerrainOverlayList

 static std::vector< std::pair< TerrainOverlay*, int > > g_TerrainOverlayList;
See TerrainOverlay.cpp.

g_VBMan

 CVertexBufferManager g_VBMan;
Call at shutdown to free memory
See VertexBuffer.cpp.

uvFactor

 const float uvFactor;
See PatchRData.cpp.


Method Detail

CalculateUV

 static void CalculateUV( float uv[ 2], int x, int z );
See PatchRData.cpp.

CopyTriple

 static inline void CopyTriple( unsigned char* dst, const unsigned char* src );
LoadAlphaMaps: load the 14 default alpha maps, pack them into one composite texture and calculate the coordinate of each alphamap within this packed texture
See Renderer.cpp.

ERROR_GROUP

 ERROR_GROUP( Renderer );
========================================================================= File : VertexBuffer.cpp Project : 0 A.D. Description : encapsulation of VBOs with batching and sharing =========================================================================
See VertexBuffer.cpp.

ERROR_TYPE

 ERROR_TYPE( Renderer, VBOFailed );
shared list of all free batch objects
See VertexBuffer.cpp.

GetTerrainTileTexture

 static Handle GetTerrainTileTexture( CTerrain* terrain, int gx, int gz );
See PatchRData.cpp.

RoundStride

 static size_t RoundStride( size_t stride );
See VertexArray.cpp.


Symbol Detail

BLENDMAP_FLIPU

 #define BLENDMAP_FLIPU 0x02
See AlphaMapCalculator.h.

BLENDMAP_FLIPV

 #define BLENDMAP_FLIPV 0x01
See AlphaMapCalculator.h.

BLENDMAP_ROTATE180

 #define BLENDMAP_ROTATE180 0x08
See AlphaMapCalculator.h.

BLENDMAP_ROTATE270

 #define BLENDMAP_ROTATE270 0x10
See AlphaMapCalculator.h.

BLENDMAP_ROTATE90

 #define BLENDMAP_ROTATE90 0x04
See AlphaMapCalculator.h.

g_Renderer

 #define g_Renderer CRenderer::GetSingleton()
See Renderer.h.

INCLUDED_ALPHAMAPCALCULATOR

 #define INCLUDED_ALPHAMAPCALCULATOR 
See AlphaMapCalculator.h.

INCLUDED_BLENDSHAPES

 #define INCLUDED_BLENDSHAPES 
See BlendShapes.h.

INCLUDED_FIXEDFUNCTIONMODELRENDERER

 #define INCLUDED_FIXEDFUNCTIONMODELRENDERER 
See FixedFunctionModelRenderer.h.

INCLUDED_HWLIGHTINGMODELRENDERER

 #define INCLUDED_HWLIGHTINGMODELRENDERER 
See HWLightingModelRenderer.h.

INCLUDED_INSTANCINGMODELRENDERER

 #define INCLUDED_INSTANCINGMODELRENDERER 
See InstancingModelRenderer.h.

INCLUDED_MODELRENDERER

 #define INCLUDED_MODELRENDERER 
See ModelRenderer.h.

INCLUDED_MODELVERTEXRENDERER

 #define INCLUDED_MODELVERTEXRENDERER 
See ModelVertexRenderer.h.

INCLUDED_PATCHRDATA

 #define INCLUDED_PATCHRDATA 
See PatchRData.h.

INCLUDED_PLAYERRENDERER

 #define INCLUDED_PLAYERRENDERER 
See PlayerRenderer.h.

INCLUDED_RENDERER

 #define INCLUDED_RENDERER 
See Renderer.h.

INCLUDED_RENDERMODIFIERS

 #define INCLUDED_RENDERMODIFIERS 
See RenderModifiers.h.

INCLUDED_RENDERPATHVERTEXSHADER

 #define INCLUDED_RENDERPATHVERTEXSHADER 
See RenderPathVertexShader.h.

INCLUDED_SCENE

 #define INCLUDED_SCENE 
See Scene.h.

INCLUDED_SHADOWMAP

 #define INCLUDED_SHADOWMAP 
See ShadowMap.h.

INCLUDED_SKYMANAGER

 #define INCLUDED_SKYMANAGER 
See SkyManager.h.

INCLUDED_TERRAINOVERLAY

 #define INCLUDED_TERRAINOVERLAY 
See TerrainOverlay.h.

INCLUDED_TERRAINRENDERER

 #define INCLUDED_TERRAINRENDERER 
See TerrainRenderer.h.

INCLUDED_TRANSPARENCYRENDERER

 #define INCLUDED_TRANSPARENCYRENDERER 
See TransparencyRenderer.h.

INCLUDED_VERTEXARRAY

 #define INCLUDED_VERTEXARRAY 
See VertexArray.h.

INCLUDED_VERTEXBUFFER

 #define INCLUDED_VERTEXBUFFER 
See VertexBuffer.h.

INCLUDED_VERTEXBUFFERMANAGER

 #define INCLUDED_VERTEXBUFFERMANAGER 
See VertexBufferManager.h.

INCLUDED_WATERMANAGER

 #define INCLUDED_WATERMANAGER 
See WaterManager.h.

MAX_VB_SIZE_BYTES

 #define MAX_VB_SIZE_BYTES (512*1024)
See VertexBuffer.h.

STREAM_COLOR

 #define STREAM_COLOR 0x04
See Renderer.h.

STREAM_NORMAL

 #define STREAM_NORMAL 0x02
See Renderer.h.

STREAM_POS

 #define STREAM_POS 0x01
See Renderer.h.

STREAM_POSTOUV0

 #define STREAM_POSTOUV0 0x80
See Renderer.h.

STREAM_TEXGENTOUV1

 #define STREAM_TEXGENTOUV1 0x100
See Renderer.h.

STREAM_UV0

 #define STREAM_UV0 0x08
See Renderer.h.

STREAM_UV1

 #define STREAM_UV1 0x10
See Renderer.h.

STREAM_UV2

 #define STREAM_UV2 0x20
See Renderer.h.

STREAM_UV3

 #define STREAM_UV3 0x40
See Renderer.h.

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0 A.D.
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