YAGE
1.0
Yet Another Game Engine
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▼CbtIDebugDraw | |
CDebugDrawer | |
CCamera | The game camera implemented as a Singleton. Primary use is to generate Model-View-Projection matrices |
CContextInfo | |
CDVertexFormat | |
CFrameBufferInfo | |
CGameObjectsBuilder | |
▼CIGameObject | A Game Object. All objects that are to be rendered will inherit this class |
▼CLight | A light is a special class of Game Object that mostly just sends uniform data to the shaders. Lights are fundamental to the shading pipeline! Without a light, nothing will show up in the scene |
CAmbientLight | An ambient light. Uniformly lights up everything |
CDirectionalLight | A directional light. Comes from "infinity" and lights up anything in the direction it is coming from |
CPointLight | A point light |
CSpotLight | A spot light |
▼CModel | |
CMesh | |
CParticle_Container | |
CScene_Container | |
CInit_GLEW | Helper class to initalize GLEW |
CInit_GLUT | Helper class to initalize GLUT and setup listener callbacks |
CLight::LightUniformLocations | Holds the various uniform location ID's of the Light |
CMaterial | A material. XXX Not yet implemented! |
CModels_Manager | Manager for all models in a scene |
CPhysics_Manager | |
CScene_Manager | |
CShader_Factory | |
CShadow_Manager | Manager for shadows implemented as a Singleton |
CTexture | A texture. This struct is currently not used! |
CTransform | Transform composed of Scale, Rotation (as a quaternion), and Translation. Transformation is applied in the order: Scale -> Rotate -> Translate |
CVboIndexer | |
CVertexFormat | The vertex buffer format that is sent directly to the shader |
CWindowInfo | Information about the game window |