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@@ -82,9 +82,9 @@ public:
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/// Set window title.
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/// Set window title.
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void SetWindowTitle(const String& windowTitle);
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void SetWindowTitle(const String& windowTitle);
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- /// Set screen mode.
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+ /// Set screen mode. Return true if successful.
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bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
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bool SetMode(int width, int height, bool fullscreen, bool vsync, bool tripleBuffer, int multiSample);
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- /// Set screen resolution only.
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+ /// Set screen resolution only. Return true if successful.
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bool SetMode(int width, int height);
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bool SetMode(int width, int height);
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/// Toggle between full screen and windowed mode.
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/// Toggle between full screen and windowed mode.
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bool ToggleFullscreen();
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bool ToggleFullscreen();
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@@ -94,12 +94,14 @@ public:
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bool TakeScreenShot(Image& destImage);
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bool TakeScreenShot(Image& destImage);
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/// Set whether to flush GPU command queue at the end of each frame. Default true.
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/// Set whether to flush GPU command queue at the end of each frame. Default true.
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void SetFlushGPU(bool enable);
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void SetFlushGPU(bool enable);
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- /// Begin frame rendering.
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+ /// Begin frame rendering. Return true if device available and can render.
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bool BeginFrame();
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bool BeginFrame();
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/// End frame rendering and swap buffers.
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/// End frame rendering and swap buffers.
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void EndFrame();
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void EndFrame();
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/// Clear any or all of rendertarget, depth buffer and stencil buffer.
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/// Clear any or all of rendertarget, depth buffer and stencil buffer.
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void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
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void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
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+ /// Resolve multisampled backbuffer to a texture rendertarget.
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+ bool ResolveToTexture(Texture2D* destination, const IntRect& viewport);
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/// Draw non-indexed geometry.
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/// Draw non-indexed geometry.
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void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
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void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
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/// Draw indexed geometry.
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/// Draw indexed geometry.
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