gdk-graphics 0a0aef92e917cfbac53dffbc32c295e4de914093
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 12345]
 Ngdk
 Ngraphics
 Next
 Cfont_textureFont's atlas as a texture
 Ctext_modelerLays a string out into a single model, using a font's glyphs
 Caseprite_frame
 Caseprite_tagTag is a run of frames with a name
 Caseprite_sliceSlice is a named rectangle of a frame which may carry a pivot
 Caseprite_sheet
 Cfont_settingsEverything about a font that has a default
 CfontTruetype font
 Cglyph
 Catlas_regionRectangle of the atlas, in texels
 Nanimation
 Cbvh_contentSkeleton and an animation read from a Biovision Hierarchy file
 Cfoot_arc
 Crig_profile
 Crole
 Crig_bindingProfile resolved against one particular skeleton
 CskeletonChain of bones in bind pose
 Cbone
 Cvertical_extentVertical span of a rig in bind pose
 CposeOne bone rotation per bone, relative to its parent
 CclipLooping sequence of keyframed poses
 Ckey
 CsocketThing attached to a bone: which bone, and where it sits in that bone's space
 Cvertex_weightsWhat a vertex is attached to: bone indices and how much each one moves it
 Cskinned_meshMesh built from one box per bone segment, rigidly weighted
 Ntexture_data
 CviewPointer a contiguous list of channel data representing 2D texture metadata that contains its size, format and usage info
 CcameraPoint of view a scene is drawn from. A camera starts at the origin looking down -Z, clearing colour and depth, its clear colour opaque black
 CcontextEntry point for gdk-graphics
 CentityObservable 3d object
 Cbatch_modelerBatch modeler merges multiple sets of model_data into one then uploads it all to a single model typical use-cases of batching includes particles, sprites, text renderers
 ClimitsUsed to (optionally) enforce limits on graphical types used across graphics apis
 CmaterialDecides how models using the material should be drawn
 CmodelVertex data representing a 3D graphical object
 CprofileTarget's limits
 Cscene3d environment within which cameras draw entities
 Cscreen_cameraPosition, orientation and perspective from which entity(s) are drawn
 Cshader_programSpecifies drawing behaviours at the programmable stages in the graphics pipeline
 CtextureUniform color data, usually used to color the surface of a 3d model, but also used for height maps, volumetric lights etc
 Ctexture_cameraTexture camera renders to textures instead of the screen
 Cnull_context
 Cnull_shader
 Cnull_texture
 Cnull_model
 Cnull_material
 Cnull_entity
 Cnull_camera
 Cnull_texture_camera
 Cnull_scene
 Cattribute_dataAttribute_data represents one of the lists of components that comprise a model_data object
 CcolorRepresents a 4 channel color: {Red, Green, Blue, Alpha}
 CexceptionRoot exception type for this project
 Cgltf_meshOne drawable piece of a glTF document: a primitive, as one node draws it
 Cgltf_nodeNode of the document
 Cgltf_imageEncoded image in the document
 Cgltf_content
 Csprite_animationNon-interpolated 2d sprite animation
 CframeAnimation frame position and size in texels
 Cnormalized_frameAnimation frame position and size in normalized texture coordinate space
 Cmodel_dataVertex data stored in system memory
 Ctransparent_string_hashHash that will take anything a string_view can be built from