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Searched refs:depthFormat (Results 1 – 6 of 6) sorted by relevance

/NW4C-2.0.3/include/nw/gfx/
Dgfx_FrameBuffer.h41 u32 depthFormat; //!< デプスバッファのフォーマットです。 member
143 u32 GetDepthFormat() const { return m_Description.depthFormat; } in GetDepthFormat()
150 void SetDepthFormat(u32 depthFormat) { m_Description.depthFormat = depthFormat; } in SetDepthFormat() argument
Dgfx_IRenderTarget.h111 RenderDepthFormat depthFormat; //!< 描画対象の深度フォーマットです。 member
123 depthFormat(RENDER_DEPTH_FORMAT_24_STENCIL8), in Description()
175 m_Description.depthFormat = format; in DepthFormat()
/NW4C-2.0.3/sources/libraries/gfx/
Dgfx_FrameBuffer.cpp162 u32 depthFormat = 0; in ActivateBuffer() local
165 switch ( description.depthFormat ) in ActivateBuffer()
167 case GL_DEPTH_COMPONENT16: depthFormat = 0; break; in ActivateBuffer()
168 case GL_DEPTH_COMPONENT24_OES: depthFormat = 2; break; in ActivateBuffer()
169 case GL_DEPTH24_STENCIL8_EXT: depthFormat = 3; break; in ActivateBuffer()
231 depthFormat, in ActivateBuffer()
324 switch ( description.depthFormat ) in ClearBuffer()
Dgfx_OnScreenBuffer.cpp67 m_Description.depthFormat, in OnScreenBuffer()
71 if (m_Description.depthFormat == RENDER_DEPTH_FORMAT_24_STENCIL8) in OnScreenBuffer()
92 m_BackBufferObject.SetDepthFormat( m_Description.depthFormat ); in OnScreenBuffer()
Dgfx_IRenderTarget.cpp93 description.depthFormat = RENDER_DEPTH_FORMAT_NONE; in CreateOffScreenBuffer()
Dgfx_RenderContext.cpp168 GraphicsDevice::SetDepthFormat(this->m_RenderTarget->GetDescription().depthFormat); in SetRenderTarget()