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hub / github.com/NVIDIAGameWorks/PhysX / Renderer

Method Renderer

physx/samples/sampleframework/renderer/src/Renderer.cpp:131–154  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

129
130
131Renderer::Renderer(DriverType driver, PxErrorCallback* errorCallback, const char* assetDir) :
132 m_driver (driver),
133 m_errorCallback (errorCallback),
134 m_textMaterial (NULL),
135 m_textMaterialInstance (NULL),
136 m_screenquadOpaqueMaterial (NULL),
137 m_screenquadOpaqueMaterialInstance (NULL),
138 m_screenquadAlphaMaterial (NULL),
139 m_screenquadAlphaMaterialInstance (NULL),
140 m_useShadersForTextRendering (true),
141 m_assetDir (assetDir),
142 m_cacheDir (NULL),
143 m_enableTessellation (false),
144 m_enableWireframe (false),
145 m_enableBlendingOverride (false),
146 m_enableBlendingCull (false),
147 mEnableMaterialCaching (true)
148{
149 m_pixelCenterOffset = 0;
150 setAmbientColor(RendererColor(64,64,64, 255));
151 setFog(RendererColor(0,0,10,255), 20000.0f);
152 setClearColor(RendererColor(133,153,181,255));
153 Ps::strlcpy(m_deviceName, sizeof(m_deviceName), "UNKNOWN");
154}
155
156Renderer::~Renderer(void)
157{

Callers

nothing calls this directly

Calls 2

strlcpyFunction · 0.85
RendererColorClass · 0.50

Tested by

no test coverage detected