SuzanneIsland: An island of Real-time rendering effects!
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CGlyph | Holds information defining the glyph (visual representation) of a character |
CLightbeamsEffect | LightbeamsEffect Based on Kenny Mitchell "Volumetric Light Scattering as a Post-Process" http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html |
CParticle | |
▼CSceneObject | A base class for all scene objects |
CCamera | A Camera is a SceneObject that maintains a view matrix, as well as parameters defining the projection matrix, i.e |
▼CGeometry | A SceneObject that holds Surfaces containing mesh data and textures |
CEagle | |
CLight | The Light class |
CParticleSystem | |
CShader | Shader class |
CSkyboxEffect | SkyboxEffect This is used to draw a skybox using a cubemap texture |
CSortSharedPtr< T > | Used to sort vector of shared_ptr by their pointed values of type T |
CSSAOEffect | Facilitates Screen Space Ambient Occlusion using a two pass rendering pipeline, where in the first pass the screen colors and other information are rendered to textures to allow for postprocessing, and in the second pass the postprocessed texture is rendered to a screen filling quad |
CSurface | A Surface holds mesh data (vertex data and indices) and textures |
CTextRenderer | |
CTexture | Texture class |
CVertex | Vertex struct for internal representation |
CWaterEffect | WaterEffect This is used to create a real-time reflecting and refracting horizontal water surface with small rippling waves |