Lumiera
0.pre.03
»edit your freedom«
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Go to the source code of this file.
Actually, there are three different interfaces to consider
By using the builder interface, concrete node and wiring descriptor classes are created, based on some templates. These concrete classes form the "glue" to tie the node network together and contain much of the operation behaviour in a hard wired fashion.
Definition in file connectivity-obsolete.hpp.
#include "lib/error.hpp"
#include "steam/common.hpp"
#include "steam/asset/proc.hpp"
#include "steam/mobject/parameter.hpp"
#include "steam/engine/state-closure-obsolete.hpp"
#include "steam/engine/channel-descriptor-obsolete.hpp"
#include "lib/frameid.hpp"
#include "lib/ref-array.hpp"
#include <vector>
Classes | |
class | Connectivity |
Interface: Description of the input and output ports, processing function and predecessor nodes for a given ProcNode. More... | |
class | ProcNode_Obsolete |
Key abstraction of the Render Engine: A Data processing Node. More... | |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::engine | |
Lumiera's render engine core and operational control. | |