Documentation and wiki update.
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@ -676,6 +676,9 @@ Textures can have an accompanying XML file which specifies load-time parameters,
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</texture>
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\endcode
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The sRGB flag controls both whether the texture should be sampled with sRGB to linear conversion, and if used as a rendertarget, pixels should be converted back to sRGB when writing to it.
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To control whether the backbuffer should use sRGB conversion on write, call \ref Graphics::SetSRGB "SetSRGB()" on the Graphics subsystem.
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\section Materials_Techniques Techniques and passes
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A technique definition looks like this:
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@ -1671,6 +1671,7 @@ Properties:<br>
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- RenderTargetSizeMode sizeMode
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- bool active
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- bool filtered
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- bool sRGB
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RenderPathCommand
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@ -1756,6 +1757,7 @@ Properties:<br>
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- TextureFilterMode filterMode
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- TextureAddressMode[] addressMode
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- Color borderColor
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- bool sRGB
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- Texture@ backupTexture
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- bool dataLost (readonly)
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@ -1824,6 +1826,7 @@ Properties:<br>
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- TextureFilterMode filterMode
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- TextureAddressMode[] addressMode
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- Color borderColor
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- bool sRGB
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- Texture@ backupTexture
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- bool dataLost (readonly)
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- RenderSurface@ renderSurface (readonly)
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@ -1859,6 +1862,7 @@ Properties:<br>
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- TextureFilterMode filterMode
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- TextureAddressMode[] addressMode
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- Color borderColor
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- bool sRGB
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- Texture@ backupTexture
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- bool dataLost (readonly)
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- RenderSurface@[] renderSurfaces (readonly)
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@ -2767,6 +2771,7 @@ Properties:<br>
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- int refs (readonly)
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- int weakRefs (readonly)
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- String windowTitle
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- bool sRGB
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- int width (readonly)
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- int height (readonly)
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- int multiSample (readonly)
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@ -2782,6 +2787,7 @@ Properties:<br>
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- bool lightPrepassSupport (readonly)
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- bool deferredSupport (readonly)
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- bool hardwareShadowSupport (readonly)
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- bool sRGBSupport (readonly)
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- bool forceSM2
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- IntVector2[]@ resolutions (readonly)
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- int[]@ multiSampleLevels (readonly)
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@ -76,7 +76,7 @@ class Graphics : public Object
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public:
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/// Construct.
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Graphics(Context* context);
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/// Destruct. Close the window and release the Direct3D9 device.
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/// Destruct. Release the Direct3D9 device and close the window.
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virtual ~Graphics();
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/// Set external window handle. Only effective before setting the initial screen mode.
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@ -87,7 +87,7 @@ public:
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bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
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/// Set screen resolution only. Return true if successful.
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bool SetMode(int width, int height);
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/// Set whether the main window uses sRGB writing.
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/// Set whether the main window uses sRGB conversion on write.
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void SetSRGB(bool enable);
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/// Toggle between full screen and windowed mode. Return true if successful.
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bool ToggleFullscreen();
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@ -222,7 +222,7 @@ public:
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bool GetVSync() const { return vsync_; }
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/// Return whether triple buffering is enabled.
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bool GetTripleBuffer() const { return tripleBuffer_; }
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/// Return whether the main window is using SRGB writing.
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/// Return whether the main window is using sRGB conversion on write.
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bool GetSRGB() const { return sRGB_; }
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/// Return whether Direct3D device is lost, and can not yet render. This happens during fullscreen resolution switching.
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bool IsDeviceLost() const { return deviceLost_; }
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@ -413,7 +413,7 @@ private:
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bool vsync_;
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/// Triple buffering flag.
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bool tripleBuffer_;
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/// sRGB writing flag for the main window.
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/// sRGB conversion on write flag for the main window.
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bool sRGB_;
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/// Direct3D device lost flag.
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bool deviceLost_;
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@ -92,13 +92,13 @@ public:
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bool SetMode(int width, int height, bool fullscreen, bool resizable, bool vsync, bool tripleBuffer, int multiSample);
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/// Set screen resolution only. Return true if successful.
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bool SetMode(int width, int height);
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/// Set whether the main window uses sRGB writing.
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/// Set whether the main window uses sRGB conversion on write.
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void SetSRGB(bool enable);
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/// Toggle between full screen and windowed mode.
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/// Toggle between full screen and windowed mode. Return true if successful.
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bool ToggleFullscreen();
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/// Close the window.
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void Close();
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/// Take a screenshot.
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/// Take a screenshot. Return true if successful.
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bool TakeScreenShot(Image& destImage);
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/// Begin frame rendering. Return true if device available and can render.
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bool BeginFrame();
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@ -231,7 +231,7 @@ public:
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bool GetVSync() const { return vsync_; }
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/// Return whether triple buffering is enabled.
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bool GetTripleBuffer() const { return tripleBuffer_; }
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/// Return whether the main window is using SRGB writing.
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/// Return whether the main window is using sRGB conversion on write.
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bool GetSRGB() const { return sRGB_; }
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/// Return whether device is lost, and can not yet render.
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bool IsDeviceLost() const;
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@ -424,7 +424,7 @@ private:
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bool vsync_;
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/// Triple buffering flag.
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bool tripleBuffer_;
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/// sRGB writing flag for the main window.
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/// sRGB conversion on write flag for the main window.
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bool sRGB_;
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/// Light prepass support flag.
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bool lightPrepassSupport_;
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