CPP-TOOLBOX
Loading...
Searching...
No Matches
standard Namespace Reference

Classes

class  GLVertexAttributeConfiguration
 
class  ShaderProgram
 
class  ShaderType
 
class  ShaderUniformVariable
 
class  ShaderUniformVariableData
 
class  ShaderVertexAttributeVariable
 
class  VertexAttributeData
 

Variables

dict shader_uniform_variable_to_data
 
dict vertex_attribute_to_configuration
 
dict shader_catalog
 
dict shader_vertex_attribute_to_data
 

Variable Documentation

◆ shader_catalog

dict standard.shader_catalog

◆ shader_uniform_variable_to_data

dict standard.shader_uniform_variable_to_data

◆ shader_vertex_attribute_to_data

dict standard.shader_vertex_attribute_to_data

◆ vertex_attribute_to_configuration

dict standard.vertex_attribute_to_configuration
Initial value:
1= {
2 ShaderVertexAttributeVariable.XYZ_POSITION: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
3 ShaderVertexAttributeVariable.XY_POSITION: GLVertexAttributeConfiguration("2", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
4 ShaderVertexAttributeVariable.PASSTHROUGH_NORMAL: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
5 ShaderVertexAttributeVariable.PASSTHROUGH_TEXTURE_COORDINATE: GLVertexAttributeConfiguration("2", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
6 ShaderVertexAttributeVariable.PASSTHROUGH_RGB_COLOR: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
7 ShaderVertexAttributeVariable.PASSTHROUGH_NORMAL: GLVertexAttributeConfiguration("3", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
8 # note that here we only allow for 4 bone ids per vertex, this is an arbitrary choice.
9 ShaderVertexAttributeVariable.PASSTHROUGH_BONE_IDS: GLVertexAttributeConfiguration("4", "GL_INT", "GL_FALSE", "0", "(void *)0"),
10 ShaderVertexAttributeVariable.PASSTHROUGH_BONE_WEIGHTS: GLVertexAttributeConfiguration("4", "GL_FLOAT", "GL_FALSE", "0", "(void *)0"),
11 ShaderVertexAttributeVariable.PASSTHROUGH_PACKED_TEXTURE_INDEX: GLVertexAttributeConfiguration("1", "GL_INT", "GL_FALSE", "0", "(void *)0"),
12
13 ShaderVertexAttributeVariable.PASSTHROUGH_PACKED_TEXTURE_BOUNDING_BOX_INDEX: GLVertexAttributeConfiguration("1", "GL_INT", "GL_FALSE", "0", "(void *)0"),
14 ShaderVertexAttributeVariable.LOCAL_TO_WORLD_INDEX: GLVertexAttributeConfiguration("1", " GL_UNSIGNED_INT", "GL_FALSE", "0", "(void *)0"),
15 ShaderVertexAttributeVariable.PASSTHROUGH_OBJECT_ID: GLVertexAttributeConfiguration("1", " GL_UNSIGNED_INT", "GL_FALSE", "0", "(void *)0")
16}