OpenSiv3D  v0.6.5
C++20 framework for creative coding
s3d::MSRenderTexture Member List

This is the complete list of members for s3d::MSRenderTexture, including all inherited members.

AssetHandle()s3d::AssetHandle< Texture >
AssetHandle(std::shared_ptr< AssetIDWrapperType > &&id)s3d::AssetHandle< Texture >explicit
AssetIDWrapperType typedefs3d::AssetHandle< Texture >
clear(const ColorF &color) consts3d::MSRenderTexture
draw(const ColorF &diffuse=Palette::White) consts3d::Texture
draw(const ColorF &color0, const ColorF &color1, const ColorF &color2, const ColorF &color3) consts3d::Texture
draw(Arg::top_< ColorF > topColor, Arg::bottom_< ColorF > bottomColor) consts3d::Texture
draw(Arg::left_< ColorF > leftColor, Arg::right_< ColorF > rightColor) consts3d::Texture
draw(double x, double y, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(double x, double y, const ColorF &color0, const ColorF &color1, const ColorF &color2, const ColorF &color3) consts3d::Texture
draw(double x, double y, Arg::top_< ColorF > topColor, Arg::bottom_< ColorF > bottomColor) consts3d::Texture
draw(double x, double y, Arg::left_< ColorF > leftColor, Arg::right_< ColorF > rightColor) consts3d::Texture
draw(const Vec2 &pos, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(const Vec2 &pos, const ColorF &color0, const ColorF &color1, const ColorF &color2, const ColorF &color3) consts3d::Texture
draw(const Vec2 &pos, Arg::top_< ColorF > topColor, Arg::bottom_< ColorF > bottomColor) consts3d::Texture
draw(const Vec2 &pos, Arg::left_< ColorF > leftColor, Arg::right_< ColorF > rightColor) consts3d::Texture
draw(Arg::topLeft_< Vec2 > topLeft, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::topRight_< Vec2 > topRight, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::bottomLeft_< Vec2 > bottomLeft, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::bottomRight_< Vec2 > bottomRight, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::topCenter_< Vec2 > topCenter, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::bottomCenter_< Vec2 > bottomCenter, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::leftCenter_< Vec2 > leftCenter, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::rightCenter_< Vec2 >rightCenter, const ColorF &diffuse=Palette::White) consts3d::Texture
draw(Arg::center_< Vec2 > center, const ColorF &diffuse=Palette::White) consts3d::Texture
drawAt(double x, double y, const ColorF &diffuse=Palette::White) consts3d::Texture
drawAt(double x, double y, const ColorF &color0, const ColorF &color1, const ColorF &color2, const ColorF &color3) consts3d::Texture
drawAt(const Vec2 &pos, const ColorF &diffuse=Palette::White) consts3d::Texture
drawAt(const Vec2 &pos, const ColorF &color0, const ColorF &color1, const ColorF &color2, const ColorF &color3) consts3d::Texture
drawAtClipped(double x, double y, const RectF &clipRect, const ColorF &diffuse=Palette::White) consts3d::Texture
drawAtClipped(const Vec2 &pos, const RectF &clipRect, const ColorF &diffuse=Palette::White) consts3d::Texture
drawClipped(double x, double y, const RectF &clipRect, const ColorF &diffuse=Palette::White) consts3d::Texture
drawClipped(const Vec2 &pos, const RectF &clipRect, const ColorF &diffuse=Palette::White) consts3d::Texture
fitted(double width, double height, AllowScaleUp allowScaleUp=AllowScaleUp::Yes) consts3d::Texture
fitted(const Vec2 &size, AllowScaleUp allowScaleUp=AllowScaleUp::Yes) consts3d::Texture
flipped() consts3d::Texture
flipped(bool doFlip) consts3d::Texture
getDesc() consts3d::Texture
getFormat() consts3d::Texture
hasDepth() consts3d::Texture
height() consts3d::Texture
horizontalAspectRatio() const noexcepts3d::Texture
id() const noexcepts3d::AssetHandle< Texture >
IDType typedefs3d::AssetHandle< Texture >
isEmpty() const noexcepts3d::AssetHandle< Texture >
isMipped() consts3d::Texture
isSDF() consts3d::Texture
m_handles3d::AssetHandle< Texture >protected
mapped(double width, double height) consts3d::Texture
mapped(Vec2 size) consts3d::Texture
mirrored() consts3d::Texture
mirrored(bool doMirror) consts3d::Texture
MSRenderTexture()s3d::MSRenderTexture
MSRenderTexture(uint32 width, uint32 height, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDepth=HasDepth::No)s3d::MSRenderTexture
MSRenderTexture(uint32 width, uint32 height, HasDepth hasDepth)s3d::MSRenderTexture
MSRenderTexture(const Size &size, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDepth=HasDepth::No)s3d::MSRenderTextureexplicit
MSRenderTexture(const Size &size, HasDepth hasDepth)s3d::MSRenderTextureexplicit
MSRenderTexture(uint32 width, uint32 height, const ColorF &color, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDepth=HasDepth::No)s3d::MSRenderTexture
MSRenderTexture(const Size &size, const ColorF &color, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDepth=HasDepth::No)s3d::MSRenderTexture
operator bool() const noexcepts3d::AssetHandle< Texture >explicit
operator!=(const AssetHandle &other) const noexcepts3d::AssetHandle< Texture >
operator()(double x, double y, double w, double h) consts3d::Texture
operator()(const Vec2 &xy, double w, double h) consts3d::Texture
operator()(double x, double y, double size) consts3d::Texture
operator()(double x, double y, const Vec2 &size) consts3d::Texture
operator()(const Vec2 &xy, const Vec2 &size) consts3d::Texture
operator()(const RectF &rect) consts3d::Texture
operator==(const AssetHandle &other) const noexcepts3d::AssetHandle< Texture >
read(Grid< float > &image) consts3d::RenderTexture
read(Grid< Float2 > &image) consts3d::RenderTexture
read(Grid< Float4 > &image) consts3d::RenderTexture
readAsImage(Image &image) consts3d::MSRenderTexture
region(int32 x, int32 y) consts3d::Texture
region(Point pos=Point{ 0, 0 }) consts3d::Texture
region(double x, double y) consts3d::Texture
region(Vec2 pos) consts3d::Texture
regionAt(double x, double y) consts3d::Texture
regionAt(Vec2 pos) consts3d::Texture
release()s3d::AssetHandle< Texture >
RenderTexture()s3d::RenderTexture
RenderTexture(uint32 width, uint32 height, const ColorF &color=ColorF{ 0.0, 1.0 }, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(const Size &size, const ColorF &color=ColorF{ 0.0, 1.0 }, const TextureFormat &format=TextureFormat::R8G8B8A8_Unorm, HasDepth hasDpeth=HasDepth::No)s3d::RenderTextureexplicit
RenderTexture(uint32 width, uint32 height, const TextureFormat &format, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(uint32 width, uint32 height, HasDepth hasDpeth)s3d::RenderTexture
RenderTexture(const Size &size, const TextureFormat &format, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(const Size &size, HasDepth hasDpeth)s3d::RenderTexture
RenderTexture(const Image &image, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(const Grid< float > &image, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(const Grid< Float2 > &image, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(const Grid< Float4 > &image, HasDepth hasDpeth=HasDepth::No)s3d::RenderTexture
RenderTexture(MSRender, const Size &size, const TextureFormat &format, HasDepth hasDepth)s3d::RenderTextureprotected
repeated(double xRepeat, double yRepeat) consts3d::Texture
repeated(Vec2 _repeat) consts3d::Texture
resized(double size) consts3d::Texture
resized(double width, double height) consts3d::Texture
resized(Vec2 size) consts3d::Texture
resolve() consts3d::MSRenderTexture
rotated(double angle) consts3d::Texture
rotatedAt(double x, double y, double angle) consts3d::Texture
rotatedAt(const Vec2 &pos, double angle) consts3d::Texture
rounded(double r) consts3d::Texture
rounded(double x, double y, double w, double h, double r) consts3d::Texture
scaled(double s) consts3d::Texture
scaled(double xs, double ys) consts3d::Texture
scaled(Vec2 s) consts3d::Texture
size() consts3d::Texture
srgbSampling() consts3d::Texture
swap(MSRenderTexture &other) noexcepts3d::MSRenderTexture
s3d::RenderTexture::swap(RenderTexture &other) noexcepts3d::RenderTexture
s3d::Texture::swap(Texture &other) noexcepts3d::Texture
Texture()s3d::Texture
Texture(const Image &image, TextureDesc desc=TextureDesc::Unmipped)s3d::Textureexplicit
Texture(const Image &image, const Array< Image > &mipmaps, TextureDesc desc=TextureDesc::Mipped)s3d::Texture
Texture(FilePathView path, TextureDesc desc=TextureDesc::Unmipped)s3d::Textureexplicit
Texture(IReader &&reader, TextureDesc desc=TextureDesc::Unmipped)s3d::Textureexplicit
Texture(FilePathView rgb, FilePathView alpha, TextureDesc desc=TextureDesc::Unmipped)s3d::Texture
Texture(const Color &rgb, FilePathView alpha, TextureDesc desc=TextureDesc::Unmipped)s3d::Texture
Texture(const Emoji &emoji, TextureDesc desc=TextureDesc::Mipped)s3d::Textureexplicit
Texture(const Icon &icon, int32 size, TextureDesc desc=TextureDesc::Mipped)s3d::Textureexplicit
Texture(Dynamic, const Size &size, const void *pData, uint32 stride, const TextureFormat &format, TextureDesc desc)s3d::Textureprotected
Texture(Dynamic, const Size &size, const ColorF &color, const TextureFormat &format, TextureDesc desc)s3d::Textureprotected
Texture(Render, const Size &size, const TextureFormat &format, HasDepth hasDepth)s3d::Textureprotected
Texture(Render, const Image &image, HasDepth hasDepth)s3d::Textureprotected
Texture(Render, const Grid< float > &image, HasDepth hasDepth)s3d::Textureprotected
Texture(Render, const Grid< Float2 > &image, HasDepth hasDepth)s3d::Textureprotected
Texture(Render, const Grid< Float4 > &image, HasDepth hasDepth)s3d::Textureprotected
Texture(MSRender, const Size &size, const TextureFormat &format, HasDepth hasDepth)s3d::Textureprotected
uv(double u, double v, double w, double h) consts3d::Texture
uv(const RectF &rect) consts3d::Texture
width() consts3d::Texture
~RenderTexture()s3d::RenderTexturevirtual
~Texture()s3d::Texturevirtual