Wildvine Engine
Referencia Doxygen del codigo propio de Wildvine Engine.
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Device Lista de los miembros

Lista completa de los miembros de Device, incluyendo todos los heredados:

CreateBuffer(const D3D11_BUFFER_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Buffer **ppBuffer)Device
CreateDepthStencilView(ID3D11Resource *pResource, const D3D11_DEPTH_STENCIL_VIEW_DESC *pDesc, ID3D11DepthStencilView **ppDepthStencilView)Device
CreateInputLayout(const D3D11_INPUT_ELEMENT_DESC *pInputElementDescs, unsigned int NumElements, const void *pShaderBytecodeWithInputSignature, unsigned int BytecodeLength, ID3D11InputLayout **ppInputLayout)Device
CreatePixelShader(const void *pShaderBytecode, unsigned int BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11PixelShader **ppPixelShader)Device
CreateRenderTargetView(ID3D11Resource *pResource, const D3D11_RENDER_TARGET_VIEW_DESC *pDesc, ID3D11RenderTargetView **ppRTView)Device
CreateSamplerState(const D3D11_SAMPLER_DESC *pSamplerDesc, ID3D11SamplerState **ppSamplerState)Device
CreateTexture2D(const D3D11_TEXTURE2D_DESC *pDesc, const D3D11_SUBRESOURCE_DATA *pInitialData, ID3D11Texture2D **ppTexture2D)Device
CreateVertexShader(const void *pShaderBytecode, unsigned int BytecodeLength, ID3D11ClassLinkage *pClassLinkage, ID3D11VertexShader **ppVertexShader)Device
destroy()Device
Device()=defaultDevice
init()Device
m_deviceDevice
render()Device
update()Device
~Device()=defaultDevice