The render engine.
More...
#include <Engine.h>
◆ Engine()
◆ asyncPeekFrame()
void ph::Engine::asyncPeekFrame |
( |
std::size_t | layerIndex, |
|
|
const Region & | region, |
|
|
HdrRgbFrame & | out_frame, |
|
|
bool | applyPostProcessing = true ) const |
◆ asyncQueryStatistics()
void ph::Engine::asyncQueryStatistics |
( |
float32 * | out_percentageProgress, |
|
|
float32 * | out_samplesPerSecond ) const |
◆ enterCommand()
void ph::Engine::enterCommand |
( |
const std::string & | commandFragment | ) |
|
◆ getFilmDimensionPx()
◆ getRenderer()
Renderer * ph::Engine::getRenderer |
( |
| ) |
const |
|
inline |
◆ loadCommands()
bool ph::Engine::loadCommands |
( |
const Path & | sceneFile | ) |
|
◆ render()
void ph::Engine::render |
( |
| ) |
|
◆ retrieveFrame()
void ph::Engine::retrieveFrame |
( |
std::size_t | layerIndex, |
|
|
HdrRgbFrame & | out_frame, |
|
|
bool | applyPostProcessing = true ) |
◆ setNumThreads()
void ph::Engine::setNumThreads |
( |
uint32 | numThreads | ) |
|
Control the number of threads used for all engine operations.
- Parameters
-
numThreads | Number of threads. If set to 0, a default value will automatically be chosen. |
◆ setWorkingDirectory()
void ph::Engine::setWorkingDirectory |
( |
const Path & | directory | ) |
|
◆ update()
void ph::Engine::update |
( |
| ) |
|
The documentation for this class was generated from the following files: