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wx_BGI_Graphics
Classic BGI-compatible graphics API with modern OpenGL extension API
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Per-camera GL frame queued by wxbgi_render_dds() in wxEmbedded mode. More...
#include <bgi_types.h>

Data Fields | |
| int | camVpH {0} |
| int | camVpW {0} |
| int | camVpX {0} |
| Camera screen viewport in BGI pixel coords (Y=0 at top). All-zero = full window. | |
| int | camVpY {0} |
| float | eyeX {0} |
| float | eyeY {0} |
| float | eyeZ {0} |
| PendingGlRender | geometry |
| LightState | light |
| float | viewProj [16] {} |
| column-major 4×4 view-projection matrix | |
Per-camera GL frame queued by wxbgi_render_dds() in wxEmbedded mode.
Stores the pre-built geometry and camera matrices for one render_dds call so multi-panel wx rendering can replay all cameras during Render().
| int bgi::PendingGlFrame::camVpH {0} |
| int bgi::PendingGlFrame::camVpW {0} |
| int bgi::PendingGlFrame::camVpX {0} |
Camera screen viewport in BGI pixel coords (Y=0 at top). All-zero = full window.
| int bgi::PendingGlFrame::camVpY {0} |
| float bgi::PendingGlFrame::eyeX {0} |
| float bgi::PendingGlFrame::eyeY {0} |
| float bgi::PendingGlFrame::eyeZ {0} |
| PendingGlRender bgi::PendingGlFrame::geometry |
| LightState bgi::PendingGlFrame::light |
| float bgi::PendingGlFrame::viewProj[16] {} |
column-major 4×4 view-projection matrix