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KarmaEngine
Game Engine for practical learning and research purposes
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Resources common to screen rendering of 3D scene to 2D texture elements. More...
#include <KarmaGuiVulkanHandler.h>
Public Attributes | |
| VkSampler | Sampler |
| Sampler for offscreen rendered 2D texture(s). | |
| FVulkanRenderPass * | RenderPass |
| Render pass for offscreen rendering of 3D scene to 2D texture(s). | |
| bool | bAllocationDoneOnce |
| Flag indicating whether the allocation of offscreen rendering resources has been done at least once. | |
| VkPipelineLayout | OffscreenPipelineLayout |
| VkPipeline | OffscreenGraphicsPipeline |
Resources common to screen rendering of 3D scene to 2D texture elements.
| bool Karma::KarmaGui_OffScreen_Render_Resources::bAllocationDoneOnce |
Flag indicating whether the allocation of offscreen rendering resources has been done at least once.
| FVulkanRenderPass* Karma::KarmaGui_OffScreen_Render_Resources::RenderPass |
Render pass for offscreen rendering of 3D scene to 2D texture(s).
A render pass in Vulkan defines a sequence of rendering operations, including the attachments (color, depth, stencil) used during rendering, how they are used, and the order of subpasses. It encapsulates the rendering workflow and is essential for efficient rendering.
| VkSampler Karma::KarmaGui_OffScreen_Render_Resources::Sampler |
Sampler for offscreen rendered 2D texture(s).
A Vulkan sampler is an object that defines how to sample textures when they are accessed in shaders. It encapsulates various sampling parameters such as filtering modes, addressing modes, and mipmapping settings.