irrlicht/source/Irrlicht/IDepthBuffer.h
engineer_apple a905ccbd77 -------------------------------------------
Changes in version 1.4 (... 13.11.2007)
- Fixed somed CQuake3ShaderSceneNode problems.
- Changed BurningsVideo internal Vertex Format. version changed to 0.39
- SceneManager:
   Removed the seperate rendering states for quake3 Shader Scene Nodes.
   Nodes are now solid or transparent. ( but still more states are needed )


git-svn-id: http://svn.code.sf.net/p/irrlicht/code/trunk@1047 dfc29bdd-3216-0410-991c-e03cc46cb475
2007-11-13 14:36:17 +00:00

52 lines
1.1 KiB
C++

// Copyright (C) 2002-2007 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __I_Z2_BUFFER_H_INCLUDED__
#define __I_Z2_BUFFER_H_INCLUDED__
#include "IReferenceCounted.h"
#include "dimension2d.h"
#include "S4DVertex.h"
namespace irr
{
namespace video
{
class IDepthBuffer : public virtual IReferenceCounted
{
public:
//! destructor
virtual ~IDepthBuffer() {};
//! clears the zbuffer
virtual void clear() = 0;
//! sets the new size of the zbuffer
virtual void setSize(const core::dimension2d<s32>& size) = 0;
//! returns the size of the zbuffer
virtual const core::dimension2d<s32>& getSize() const = 0;
//! locks the zbuffer
virtual void* lock() = 0;
//! unlocks the zbuffer
virtual void unlock() = 0;
//! returns pitch of depthbuffer (in bytes)
virtual u32 getPitch() const = 0;
};
//! creates a ZBuffer
IDepthBuffer* createDepthBuffer(const core::dimension2d<s32>& size);
} // end namespace video
} // end namespace irr
#endif