neoGFX
Cross-platform C++ app/game engine
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#include <neogfx/neogfx.hpp>
#include <neolib/core/i_vector.hpp>
#include <neogfx/core/geometrical.hpp>
#include <neogfx/gfx/color.hpp>
#include <neogfx/game/i_ecs.hpp>
Go to the source code of this file.
Classes | |
struct | neogfx::texture_line_segment |
class | neogfx::i_texture |
struct | neogfx::i_texture::texture_empty |
struct | neogfx::i_texture::not_sub_texture |
Namespaces | |
namespace | neogfx |
Typedefs | |
typedef game::id_t | neogfx::texture_id |
Enumerations | |
enum class | neogfx::texture_type : uint32_t { neogfx::Texture , neogfx::SubTexture } |
enum class | neogfx::texture_sampling : uint32_t { neogfx::Normal , neogfx::NormalMipmap , neogfx::Nearest , neogfx::Scaled , neogfx::Data , neogfx::Multisample , neogfx::Multisample4x , neogfx::Multisample8x , neogfx::Multisample16x , neogfx::Multisample32x } |
enum class | neogfx::texture_data_format : uint32_t { neogfx::RGBA = 0x01 , neogfx::Red = 0x02 , neogfx::SubPixel = 0x03 } |
enum class | neogfx::texture_data_type : uint32_t { neogfx::UnsignedByte , neogfx::Float } |