Generic floating point depth buffer format provided by an application, enabling NVIDIA IndeX to do depth-correct compositing with a rendering performed by the application. More...
#include <iapplication_depth_buffer.h>
Inherits mi::base::Interface_declare< 0x455960ae, ... >.
Public Member Functions | |
virtual const mi::Float32 * | get_buffer () const =0 |
Returns the pointer of the depth buffer. More... | |
virtual mi::Float32 | get_near_value () const =0 |
Returns the depth value closest to the camera (typically 0.0). More... | |
virtual mi::Float32 | get_far_value () const =0 |
Returns the depth value farthest from the camera (typically 1.0). More... | |
virtual bool | get_flip_vertically () const =0 |
Returns whether buffer should be flipped vertically. More... | |
virtual mi::Uint32 | get_row_pitch () const =0 |
Returns the row pitch of the depth buffer. More... | |
Generic floating point depth buffer format provided by an application, enabling NVIDIA IndeX to do depth-correct compositing with a rendering performed by the application.
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pure virtual |
Returns the pointer of the depth buffer.
May be 0 if not initialized.
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pure virtual |
Returns the depth value farthest from the camera (typically 1.0).
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pure virtual |
Returns whether buffer should be flipped vertically.
NVIDIA IndeX expect the buffer to have its origin in the bottom left (as in OpenGL). If the buffer origin is in the upper left instead, this method should return true
so that the buffer is flipped vertically along the y-axis.
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pure virtual |
Returns the depth value closest to the camera (typically 0.0).
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pure virtual |
Returns the row pitch of the depth buffer.
If used, it will define the number of bytes in each row, which otherwise defaults to width * sizeof(Float32). The padding data will be ignored by NVIDIA IndeX.