Searched refs:depthFormat (Results 1 – 6 of 6) sorted by relevance
41 u32 depthFormat; //!< デプスバッファのフォーマットです。 member143 u32 GetDepthFormat() const { return m_Description.depthFormat; } in GetDepthFormat()150 void SetDepthFormat(u32 depthFormat) { m_Description.depthFormat = depthFormat; } in SetDepthFormat() argument
111 RenderDepthFormat depthFormat; //!< 描画対象の深度フォーマットです。 member123 depthFormat(RENDER_DEPTH_FORMAT_24_STENCIL8), in Description()175 m_Description.depthFormat = format; in DepthFormat()
162 u32 depthFormat = 0; in ActivateBuffer() local165 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()
67 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()
93 description.depthFormat = RENDER_DEPTH_FORMAT_NONE; in CreateOffScreenBuffer()
168 GraphicsDevice::SetDepthFormat(this->m_RenderTarget->GetDescription().depthFormat); in SetRenderTarget()