Vulkan Schnee 0.0.1
High-performance rendering engine
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AssetHandles.h File Reference
#include <cstddef>
#include <cstdint>
#include <functional>
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Classes

struct  Engine::Assets::AssetHandle< Tag >
struct  Engine::Assets::AssetHandleHash< Tag >
struct  std::hash< Engine::Assets::AssetHandle< Tag > >

Namespaces

namespace  Engine
namespace  Engine::Assets
namespace  std
 STL namespace.

Typedefs

using Engine::Assets::GltfHandle = AssetHandle<GltfHandleTag>
using Engine::Assets::GltfRenderableHandle = AssetHandle<GltfRenderableHandleTag>
using Engine::Assets::GeometryMeshHandle = AssetHandle<GeometryMeshHandleTag>
using Engine::Assets::MaterialHandle = AssetHandle<MaterialHandleTag>
using Engine::Assets::Texture2DHandle = AssetHandle<Texture2DHandleTag>
using Engine::Assets::CubemapTextureHandle = AssetHandle<CubemapTextureHandleTag>
using Engine::Assets::RenderTargetTextureHandle = AssetHandle<RenderTargetTextureHandleTag>
using Engine::Assets::FontAtlasTextureHandle = AssetHandle<FontAtlasTextureHandleTag>
using Engine::Assets::AudioClipHandle = AssetHandle<AudioClipHandleTag>
using Engine::Assets::SkeletalMeshHandle = AssetHandle<SkeletalMeshHandleTag>
using Engine::Assets::AnimationClipHandle = AssetHandle<AnimationClipHandleTag>
using Engine::Assets::SkinHandle = AssetHandle<SkinHandleTag>
using Engine::Assets::SkeletonHandle = AssetHandle<SkeletonHandleTag>
using Engine::Assets::FontHandle = AssetHandle<FontHandleTag>