Saga3D API Documentation  1.0-RC4
saga::SDeviceCreationParameters Struct Reference

Structure for holding device creation parameters. More...

#include <SDeviceCreationParameters.h>

Public Member Functions

 SDeviceCreationParameters ()
 Constructs a SDeviceCreationParameters structure with default values. More...
 
 SDeviceCreationParameters (const SDeviceCreationParameters &other)
 
SDeviceCreationParametersoperator= (const SDeviceCreationParameters &other)
 

Public Attributes

E_DEVICE_TYPE DeviceType
 Type of the device. More...
 
video::E_DRIVER_TYPE DriverType
 Type of video driver used to render graphics. More...
 
glm::uvec2 WindowSize
 Size of the window or the video mode in fullscreen mode. Default: 800x600. More...
 
glm::uvec2 WindowPosition
 Position of the window on-screen. Default: (-1, -1) or centered. More...
 
std::uint8_t Bits
 Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32. More...
 
std::uint8_t ZBufferBits
 Minimum Bits per pixel of the depth buffer. Default: 24. More...
 
bool Fullscreen
 Should be set to true if the device should run in fullscreen. More...
 
bool Stencilbuffer
 Specifies if the stencil buffer should be enabled. More...
 
bool Vsync
 Specifies vertical synchronization. More...
 
std::uint8_t AntiAlias
 Specifies if the device should use fullscreen anti aliasing. More...
 
bool HandleSRGB
 Flag to enable proper sRGB and linear color handling. More...
 
bool WithAlphaChannel
 Whether the main framebuffer uses an alpha channel. More...
 
bool Doublebuffer
 Whether the main framebuffer uses doublebuffering. More...
 
bool IgnoreInput
 Specifies if the device should ignore input events. More...
 
bool Stereobuffer
 Specifies if the device should use stereo buffers. More...
 
bool HighPrecisionFPU
 Specifies if the device should use high precision FPU setting. More...
 
IEventReceiverEventReceiver
 A user created event receiver. More...
 
void * DisplayId
 Window Id. More...
 
void * WindowId
 
std::uint32_t DisplayAdapter
 Allows to select which graphic card is used for rendering when more than one card is in the system. More...
 
bool DriverMultithreaded
 Create the driver multithreaded. More...
 
bool UsePerformanceTimer
 Enables use of high performance timers on Windows platform. More...
 

Detailed Description

Structure for holding device creation parameters.

This structure is used in the createDeviceEx() function.

Definition at line 14 of file SDeviceCreationParameters.h.

Constructor & Destructor Documentation

◆ SDeviceCreationParameters() [1/2]

saga::SDeviceCreationParameters::SDeviceCreationParameters ( )
inline

Constructs a SDeviceCreationParameters structure with default values.

Definition at line 17 of file SDeviceCreationParameters.h.

◆ SDeviceCreationParameters() [2/2]

saga::SDeviceCreationParameters::SDeviceCreationParameters ( const SDeviceCreationParameters other)
inline

Definition at line 43 of file SDeviceCreationParameters.h.

Member Function Documentation

◆ operator=()

SDeviceCreationParameters& saga::SDeviceCreationParameters::operator= ( const SDeviceCreationParameters other)
inline

Definition at line 46 of file SDeviceCreationParameters.h.

Member Data Documentation

◆ AntiAlias

std::uint8_t saga::SDeviceCreationParameters::AntiAlias

Specifies if the device should use fullscreen anti aliasing.

Makes sharp/pixelated edges softer, but requires more performance. Also, 2D elements might look blurred with this switched on. The resulting rendering quality also depends on the hardware and driver you are using, your program might look different on different hardware with this. So if you are writing a game/application with AntiAlias switched on, it would be a good idea to make it possible to switch this option off again by the user. The value is the maximal antialiasing factor requested for the device. The creation method will automatically try smaller values if no window can be created with the given value. Value one is usually the same as 0 (disabled), but might be a special value on some platforms. On D3D devices it maps to NONMASKABLE. Default value: 0 - disabled

Definition at line 138 of file SDeviceCreationParameters.h.

◆ Bits

std::uint8_t saga::SDeviceCreationParameters::Bits

Minimum Bits per pixel of the color buffer in fullscreen mode. Ignored if windowed mode. Default: 32.

Definition at line 99 of file SDeviceCreationParameters.h.

◆ DeviceType

E_DEVICE_TYPE saga::SDeviceCreationParameters::DeviceType

Type of the device.

This setting decides the windowing system used by the device, most device types are native to a specific operating system and so may not be available. EIDT_WIN32 is only available on Windows desktops, EIDT_WINCE is only available on Windows mobile devices, EIDT_COCOA is only available on Mac OSX, EIDT_X11 is available on Linux, Solaris, BSD and other operating systems which use X11, SDL is available on most systems if compiled in, EIDT_CONSOLE is usually available but can only render to text, EIDT_BEST will select the best available device for your operating system. Default: EIDT_BEST.

Definition at line 84 of file SDeviceCreationParameters.h.

◆ DisplayAdapter

std::uint32_t saga::SDeviceCreationParameters::DisplayAdapter

Allows to select which graphic card is used for rendering when more than one card is in the system.

So far only supported on D3D

Definition at line 258 of file SDeviceCreationParameters.h.

◆ DisplayId

void* saga::SDeviceCreationParameters::DisplayId

Window Id.

If this is set to a value other than 0, the Irrlicht Engine will be created in an already existing window. For windows, set this to the HWND of the window you want. The windowSize and FullScreen options will be ignored when using the WindowId parameter. Default this is set to 0. To make Irrlicht run inside the custom window, you still will have to draw Irrlicht on your own. You can use this loop, as usual:

while (device->run())
{
driver->beginPass(video::E_CLEAR_BUFFER_FLAG::COLOR | video::E_CLEAR_BUFFER_FLAG::DEPTH, 0);
smgr->drawAll();
driver->endPass();
}

Instead of this, you can also simply use your own message loop using GetMessage, DispatchMessage and whatever. Calling IrrlichtDevice::run() will cause Irrlicht to dispatch messages internally too. You need not call Device->run() if you want to do your own message dispatching loop, but Irrlicht will not be able to fetch user input then and you have to do it on your own using the window messages, DirectInput, or whatever. Also, you'll have to increment the Irrlicht timer. An alternative, own message dispatching loop without device->run() would look like this:

MSG msg;
while (true)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
// increase virtual timer time
device->getTimer()->tick();
// draw engine picture
driver->beginPass(video::E_CLEAR_BUFFER_FLAG::COLOR | video::E_CLEAR_BUFFER_FLAG::DEPTH, 0);
smgr->drawAll();
driver->endPass();
}

However, there is no need to draw the picture this often. Just do it how you like.

Definition at line 253 of file SDeviceCreationParameters.h.

◆ Doublebuffer

bool saga::SDeviceCreationParameters::Doublebuffer

Whether the main framebuffer uses doublebuffering.

This should be usually enabled, in order to avoid render artifacts on the visible framebuffer. However, it might be useful to use only one buffer on very small devices. If no doublebuffering is available, the drivers will fall back to single buffers. Default value: true

Definition at line 172 of file SDeviceCreationParameters.h.

◆ DriverMultithreaded

bool saga::SDeviceCreationParameters::DriverMultithreaded

Create the driver multithreaded.

Default is false. Enabling this can slow down your application. Note that this does not make Irrlicht threadsafe, but only the underlying driver-API for the graphiccard. So far only supported on D3D.

Definition at line 264 of file SDeviceCreationParameters.h.

◆ DriverType

video::E_DRIVER_TYPE saga::SDeviceCreationParameters::DriverType

Type of video driver used to render graphics.

This can currently be video::E_DRIVER_TYPE::NULL_DRIVER, video::E_DRIVER_TYPE::SOFTWARE, video::E_DRIVER_TYPE::BURNINGSVIDEO, video::E_DRIVER_TYPE::DIRECT3D9, and video::E_DRIVER_TYPE::OPENGL. Default: E_DRIVER_TYPE::BURNINGSVIDEO.

Definition at line 90 of file SDeviceCreationParameters.h.

◆ EventReceiver

IEventReceiver* saga::SDeviceCreationParameters::EventReceiver

A user created event receiver.

Definition at line 199 of file SDeviceCreationParameters.h.

◆ Fullscreen

bool saga::SDeviceCreationParameters::Fullscreen

Should be set to true if the device should run in fullscreen.

Otherwise the device runs in windowed mode. Default: false.

Definition at line 106 of file SDeviceCreationParameters.h.

◆ HandleSRGB

bool saga::SDeviceCreationParameters::HandleSRGB

Flag to enable proper sRGB and linear color handling.

In most situations, it is desirable to have the color handling in non-linear sRGB color space, and only do the intermediate color calculations in linear RGB space. If this flag is enabled, the device and driver try to assure that all color input and output are color corrected and only the internal color representation is linear. This means, that the color output is properly gamma-adjusted to provide the brighter colors for monitor display. And that blending and lighting give a more natural look, due to proper conversion from non-linear colors into linear color space for blend operations. If this flag is enabled, all texture colors (which are usually in sRGB space) are correctly displayed. However vertex colors and other explicitly set values have to be manually encoded in linear color space. Default value: false.

Definition at line 153 of file SDeviceCreationParameters.h.

◆ HighPrecisionFPU

bool saga::SDeviceCreationParameters::HighPrecisionFPU

Specifies if the device should use high precision FPU setting.

This is only relevant for DirectX Devices, which switch to low FPU precision by default for performance reasons. However, this may lead to problems with the other computations of the application. In this case setting this flag to true should help

  • on the expense of performance loss, though. Default value: false

Definition at line 196 of file SDeviceCreationParameters.h.

◆ IgnoreInput

bool saga::SDeviceCreationParameters::IgnoreInput

Specifies if the device should ignore input events.

This is only relevant when using external I/O handlers. External windows need to take care of this themselves. Currently only supported by X11. Default value: false

Definition at line 179 of file SDeviceCreationParameters.h.

◆ Stencilbuffer

bool saga::SDeviceCreationParameters::Stencilbuffer

Specifies if the stencil buffer should be enabled.

Set this to true, if you want the engine be able to draw stencil buffer shadows. Note that not all drivers are able to use the stencil buffer, hence it can be ignored during device creation. Without the stencil buffer no shadows will be drawn. Default: true.

Definition at line 114 of file SDeviceCreationParameters.h.

◆ Stereobuffer

bool saga::SDeviceCreationParameters::Stereobuffer

Specifies if the device should use stereo buffers.

Some high-end gfx cards support two framebuffers for direct support of stereoscopic output devices. If this flag is set the device tries to create a stereo context. Currently only supported by OpenGL. Default value: false

Definition at line 187 of file SDeviceCreationParameters.h.

◆ UsePerformanceTimer

bool saga::SDeviceCreationParameters::UsePerformanceTimer

Enables use of high performance timers on Windows platform.

When performance timers are not used, standard GetTickCount() is used instead which usually has worse resolution, but also less problems with speed stepping and other techniques.

Definition at line 271 of file SDeviceCreationParameters.h.

◆ Vsync

bool saga::SDeviceCreationParameters::Vsync

Specifies vertical synchronization.

If set to true, the driver will wait for the vertical retrace period, otherwise not. May be silently ignored. Default: false

Definition at line 120 of file SDeviceCreationParameters.h.

◆ WindowId

void* saga::SDeviceCreationParameters::WindowId

Definition at line 254 of file SDeviceCreationParameters.h.

◆ WindowPosition

glm::uvec2 saga::SDeviceCreationParameters::WindowPosition

Position of the window on-screen. Default: (-1, -1) or centered.

Definition at line 96 of file SDeviceCreationParameters.h.

◆ WindowSize

glm::uvec2 saga::SDeviceCreationParameters::WindowSize

Size of the window or the video mode in fullscreen mode. Default: 800x600.

Definition at line 93 of file SDeviceCreationParameters.h.

◆ WithAlphaChannel

bool saga::SDeviceCreationParameters::WithAlphaChannel

Whether the main framebuffer uses an alpha channel.

In some situations it might be desirable to get a color buffer with an alpha channel, e.g. when rendering into a transparent window or overlay. If this flag is set the device tries to create a framebuffer with alpha channel. If this flag is set, only color buffers with alpha channel are considered. Otherwise, it depends on the actual hardware if the colorbuffer has an alpha channel or not. Default value: false

Definition at line 164 of file SDeviceCreationParameters.h.

◆ ZBufferBits

std::uint8_t saga::SDeviceCreationParameters::ZBufferBits

Minimum Bits per pixel of the depth buffer. Default: 24.

Definition at line 102 of file SDeviceCreationParameters.h.


The documentation for this struct was generated from the following file: