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KarmaEngine
Game Engine for practical learning and research purposes
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This file contains base classes for various kinds of buffers used by the Engine. More...
#include "krpch.h"#include "glm/gtc/type_ptr.hpp"#include "stb_image.h"

Go to the source code of this file.
Classes | |
| struct | Karma::BufferElement |
| A datastructure for creating interleaved data for Mesh with a specifc format (BufferLayout) More... | |
| class | Karma::BufferLayout |
| A format for vertex buffer say. More... | |
| class | Karma::VertexBuffer |
| An abstract class for vertex buffer. More... | |
| class | Karma::IndexBuffer |
| An abstract class for index buffer. More... | |
| class | Karma::ImageBuffer |
| Abstract class for image buffer. More... | |
| class | Karma::UBODataPointer |
| Class for holding UBO (uniform buffer object) data (for instance projection matrix and view matrix) pointer. More... | |
| struct | Karma::UniformBufferObject |
| Abstract class for UBO. A UBO is mostly used for shader variables, for instance projection or view matrices, which can be updated in GPU each frame. More... | |
Enumerations | |
| enum class | Karma::ShaderDataType { None = 0 , Float , Float2 , Float3 , Float4 , Mat3 , Mat4 , Int , Int2 , Int3 , Int4 , Bool } |
| A C++ data structure for shader language (GLSL or HLSL) data, like uniforms for instance and datatype for vertex or index buffers. For use case see Mesh::ProcessTheRawMesh. | |
This file contains base classes for various kinds of buffers used by the Engine.