Magnum::Shaders::VectorGL::Configuration class new in Git master

Configuration.

Public functions

auto flags() const -> Flags
Flags.
auto setFlags(Flags flags) -> Configuration&
Set flags.
auto materialCount() const -> UnsignedInt
Material count.
auto setMaterialCount(UnsignedInt count) -> Configuration&
Set material count.
auto drawCount() const -> UnsignedInt
Draw count.
auto setDrawCount(UnsignedInt count) -> Configuration&
Set draw count.

Function documentation

Configuration& Magnum::Shaders::VectorGL::Configuration::setFlags(Flags flags)

Set flags.

No flags are set by default.

UnsignedInt Magnum::Shaders::VectorGL::Configuration::materialCount() const

Material count.

Configuration& Magnum::Shaders::VectorGL::Configuration::setMaterialCount(UnsignedInt count)

Set material count.

If Flag::UniformBuffers is set, describes size of a VectorMaterialUniform buffer bound with bindMaterialBuffer(). Uniform buffers have a statically defined size and count*sizeof(VectorMaterialUniform) has to be within GL::AbstractShaderProgram::maxUniformBlockSize(), if Flag::ShaderStorageBuffers is set as well, the buffer is unbounded and count is ignored. The per-draw materials are specified via VectorDrawUniform::materialId. Default value is 1.

If Flag::UniformBuffers isn't set, this value is ignored.

UnsignedInt Magnum::Shaders::VectorGL::Configuration::drawCount() const

Draw count.

Configuration& Magnum::Shaders::VectorGL::Configuration::setDrawCount(UnsignedInt count)

Set draw count.

If Flag::UniformBuffers is set, describes size of a TransformationProjectionUniform2D / TransformationProjectionUniform3D / VectorDrawUniform / TextureTransformationUniform buffer bound with bindTransformationProjectionBuffer(), bindDrawBuffer() and bindTextureTransformationBuffer(). Uniform buffers have a statically defined size and the maximum of count*sizeof(TransformationProjectionUniform2D) / count*sizeof(TransformationProjectionUniform3D), count*sizeof(VectorDrawUniform) and count*sizeof(TextureTransformationUniform) has to be within GL::AbstractShaderProgram::maxUniformBlockSize(), if Flag::ShaderStorageBuffers is set as well, the buffer is unbounded and count is ignored. The draw offset is then set via setDrawOffset(). Default value is 1.

If Flag::UniformBuffers isn't set, this value is ignored.