14 #ifndef EGLGRAPHICSPIPE_H 15 #define EGLGRAPHICSPIPE_H 25 #define NativeDisplayType EGLNativeDisplayType 26 #define NativePixmapType EGLNativePixmapType 27 #define NativeWindowType EGLNativeWindowType 65 EGLDisplay _egl_display;
71 static void init_type() {
72 x11GraphicsPipe::init_type();
74 x11GraphicsPipe::get_class_type());
77 return get_class_type();
79 virtual TypeHandle force_init_type() {init_type();
return get_class_type();}
This graphics pipe represents the interface for creating graphics windows on an X-based client.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
void register_type(TypeHandle &type_handle, const std::string &name)
This inline function is just a convenient way to call TypeRegistry::register_type(),...
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
An interface to the egl system for managing GLES windows under X.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
virtual std::string get_interface_name() const
Returns the name of the rendering interface associated with this GraphicsPipe.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
This graphics pipe represents the interface for creating OpenGL ES graphics windows on an X-based (e....
A container for the various kinds of properties we might ask to have on a graphics window before we o...
An object to create GraphicsOutputs that share a particular 3-D API.
Another offscreen buffer in the EGL environment.
This is a base class for the various different classes that represent the result of a frame of render...
An offscreen buffer in the EGL environment.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
Encapsulates all the communication with a particular instance of a given rendering backend.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
This class is the main interface to controlling the render process.
TypeHandle is the identifier used to differentiate C++ class types.
PANDA 3D SOFTWARE Copyright (c) Carnegie Mellon University.
A container for the various kinds of properties we might ask to have on a graphics frameBuffer before...