Data Structures

Here are the data structures with brief descriptions:
osgPPU::BarrierNode
osgPPU::CameraCamera class which can be used with osgPPU
osgPPU::ColorAttributeStateattribute to work with blending. Can be used for animated blending operations (fadein, fadeout)
osgPPU::ProcessorMain processor used to setup the unit pipeline
osgPPU::ShaderAttributeWrapper class to simplify work with shader and uniforms
osgPPU::UnitAbstract base class of any unit
osgPPU::Unit::DrawCallback
osgPPU::Unit::EmptyDrawCallback
osgPPU::Unit::NotifyCallback
osgPPU::UnitBypassUnit which do simply bypass input to the output
osgPPU::UnitCameraPut camera into unit pipeline
osgPPU::UnitCameraAttachmentBypassBypass a specified camera attacment into the pipeline
osgPPU::UnitDepthbufferBypassBypass the depthbuffer attachment of the camera to the output
osgPPU::UnitInMipmapOutCompute mipmapped output texture based on the input data
osgPPU::UnitInOutCompute output texture based on the assigned shaders and input data
osgPPU::UnitInOutModuleApply some loaded module on the input texture to compute the output
osgPPU::UnitInOutModule::Module
osgPPU::UnitInResampleOutSame as UnitInOut but do resampling inbetween
osgPPU::UnitMipmapInMipmapOutSame as UnitInOut however do bypass also mipmap levels
osgPPU::UnitOutOutput the input to the frame buffer instead to the output texture
osgPPU::UnitOutCaptureCapture the content of the input texture to a file
osgPPU::UnitTextSame as UnitInOut but renders text onto the output
osgPPU::UnitTextureTexture unit is used to setup external textures in the unit graph

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Copyright (C) 2008 by Art Tevs (LGPL)