IBLPrefilterContext

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

Typically, only one instance per Engine needs to exist.

Usage example:

val context = IBLPrefilterContext(engine)
val filter = SpecularFilter(context)
val texture = filter.run(environmentCubemap)
val indirectLight = IndirectLight.Builder()
.reflections(texture)
.build(engine)

Parameters

engine

the Engine to use for all GPU operations

expect class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

Typically, only one instance per Engine needs to exist.

Usage example:

val context = IBLPrefilterContext(engine)
val filter = SpecularFilter(context)
val texture = filter.run(environmentCubemap)
val indirectLight = IndirectLight.Builder()
.reflections(texture)
.build(engine)

Parameters

engine

the Engine to use for all GPU operations

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

Typically, only one instance per Engine needs to exist.

Usage example:

val context = IBLPrefilterContext(engine)
val filter = SpecularFilter(context)
val texture = filter.run(environmentCubemap)
val indirectLight = IndirectLight.Builder()
.reflections(texture)
.build(engine)

Parameters

engine

the Engine to use for all GPU operations

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

Typically, only one instance per Engine needs to exist.

Usage example:

val context = IBLPrefilterContext(engine)
val filter = SpecularFilter(context)
val texture = filter.run(environmentCubemap)
val indirectLight = IndirectLight.Builder()
.reflections(texture)
.build(engine)

Parameters

engine

the Engine to use for all GPU operations

actual class IBLPrefilterContext(engine: Engine)

Creates and initializes GPU state common to all environment map filters supported.

Typically, only one instance per Engine needs to exist.

Usage example:

val context = IBLPrefilterContext(engine)
val filter = SpecularFilter(context)
val texture = filter.run(environmentCubemap)
val indirectLight = IndirectLight.Builder()
.reflections(texture)
.build(engine)

Parameters

engine

the Engine to use for all GPU operations

Constructors

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actual constructor(engine: Engine)
expect constructor(engine: Engine)
actual constructor(engine: Engine)
actual constructor(engine: Engine)
actual constructor(engine: Engine)

Functions

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actual fun destroy()

Destroys all GPU resources created during initialization.

expect fun destroy()

Destroys all GPU resources created during initialization.

actual fun destroy()

Destroys all GPU resources created during initialization.

actual fun destroy()

Destroys all GPU resources created during initialization.

actual fun destroy()

Destroys all GPU resources created during initialization.