KarmaEngine
Game Engine for practical learning and research purposes
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Karma::KarmaGui_OffScreen_Render_Resources Struct Reference

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).
FVulkanRenderPassRenderPass
 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

Detailed Description

Resources common to screen rendering of 3D scene to 2D texture elements.

See also
KarmaGuiRenderer::FrameRender
Since
Karma 1.0.0

Member Data Documentation

◆ bAllocationDoneOnce

bool Karma::KarmaGui_OffScreen_Render_Resources::bAllocationDoneOnce

Flag indicating whether the allocation of offscreen rendering resources has been done at least once.

See also
KarmaGuiRenderer::Add3DSceneFor2DRendering

◆ RenderPass

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.

See also
KarmaGuiRenderer::Add3DSceneFor2DRendering

◆ Sampler

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.

See also
KarmaGuiRenderer::Add3DSceneFor2DRendering

The documentation for this struct was generated from the following file: