Open CASCADE Technology  7.7.0
Enumerations
Graphic3d_ShaderFlags.hxx File Reference

Enumerations

enum  Graphic3d_ShaderFlags {
  Graphic3d_ShaderFlags_VertColor = 0x0001, Graphic3d_ShaderFlags_TextureRGB = 0x0002, Graphic3d_ShaderFlags_TextureEnv = 0x0004, Graphic3d_ShaderFlags_TextureNormal = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv,
  Graphic3d_ShaderFlags_PointSimple = 0x0008, Graphic3d_ShaderFlags_PointSprite = 0x0010, Graphic3d_ShaderFlags_PointSpriteA = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite, Graphic3d_ShaderFlags_StippleLine = 0x0020,
  Graphic3d_ShaderFlags_ClipPlanes1 = 0x0040, Graphic3d_ShaderFlags_ClipPlanes2 = 0x0080, Graphic3d_ShaderFlags_ClipPlanesN = Graphic3d_ShaderFlags_ClipPlanes1|Graphic3d_ShaderFlags_ClipPlanes2, Graphic3d_ShaderFlags_ClipChains = 0x0100,
  Graphic3d_ShaderFlags_MeshEdges = 0x0200, Graphic3d_ShaderFlags_AlphaTest = 0x0400, Graphic3d_ShaderFlags_WriteOit = 0x0800, Graphic3d_ShaderFlags_OitDepthPeeling = 0x1000,
  Graphic3d_ShaderFlags_NB = 0x2000, Graphic3d_ShaderFlags_IsPoint = Graphic3d_ShaderFlags_PointSimple|Graphic3d_ShaderFlags_PointSprite|Graphic3d_ShaderFlags_PointSpriteA, Graphic3d_ShaderFlags_HasTextures = Graphic3d_ShaderFlags_TextureRGB|Graphic3d_ShaderFlags_TextureEnv, Graphic3d_ShaderFlags_NeedsGeomShader = Graphic3d_ShaderFlags_MeshEdges
}
 Standard GLSL program combination bits. More...
 

Enumeration Type Documentation

◆ Graphic3d_ShaderFlags

Standard GLSL program combination bits.

Enumerator
Graphic3d_ShaderFlags_VertColor 

per-vertex color

Graphic3d_ShaderFlags_TextureRGB 

handle RGB texturing

Graphic3d_ShaderFlags_TextureEnv 

handle environment map (obsolete, to be removed)

Graphic3d_ShaderFlags_TextureNormal 

extended texture set (with normal map)

Graphic3d_ShaderFlags_PointSimple 

point marker without sprite

Graphic3d_ShaderFlags_PointSprite 

point sprite with RGB image

Graphic3d_ShaderFlags_PointSpriteA 

point sprite with Alpha image

Graphic3d_ShaderFlags_StippleLine 

stipple line

Graphic3d_ShaderFlags_ClipPlanes1 

handle 1 clipping plane

Graphic3d_ShaderFlags_ClipPlanes2 

handle 2 clipping planes

Graphic3d_ShaderFlags_ClipPlanesN 

handle N clipping planes

Graphic3d_ShaderFlags_ClipChains 

handle chains of clipping planes

Graphic3d_ShaderFlags_MeshEdges 

draw mesh edges (wireframe)

Graphic3d_ShaderFlags_AlphaTest 

discard fragment by alpha test (defined by cutoff value)

Graphic3d_ShaderFlags_WriteOit 

write coverage buffer for Blended Order-Independent Transparency

Graphic3d_ShaderFlags_OitDepthPeeling 

handle Depth Peeling OIT

Graphic3d_ShaderFlags_NB 

overall number of combinations

Graphic3d_ShaderFlags_IsPoint 
Graphic3d_ShaderFlags_HasTextures 
Graphic3d_ShaderFlags_NeedsGeomShader