Vulkan Schnee 0.0.1
High-performance rendering engine
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Class List
Here are the classes, structs, unions and interfaces with brief descriptions:
[detail level 1234567]
 NAssetClasses which are related to asset loading are mostly stored in this namespace
 CAssetBaseBase class for asset wrappers. The data is stored in the private member variable 'data' in form of entt components
 CAssetManagerA manager which is used to look up existing assets and their loading state
 CLoadResultResult returned when an asynchronous asset load reaches a terminal state
 CMeshPathIdentifies a named mesh-like asset inside an asset file
 CPathIdentifies a single asset file on disk
 CRecordInternal storage for one asset entry managed by AssetManager
 CRefNon-owning handle to an asset record managed by AssetManager
 NEngine
 NAnimationAnimation channel data and evaluation helpers
 NAssets
 NComponents
 NCoreManages IBL (Image-Based Lighting) resources for specular reflections
 NDebug
 NEcs
 NEntities
 NExceptions
 NPhysics
 NRendering
 NUI
 NWorld
 CEngineKern
 CEngineManagerSingleton which stores a pointer to the engine object
 CGameModule
 CGliderConfigConfiguration parameters for the VR glider system (distances in meters, speeds in m/s, time in seconds)
 COpenXrHelper
 CSceneBrowserEntry
 NEngineCore
 CDefaultJsonGenerator
 CFactory
 CJsonHandler
 CRegistrar
 CSerializable
 CTextureLoadData
 NInput
 CActionProfileBaseThe base profile for controller support of any device
 CActionProfileOculusTouchControllerInput mapping implementation for oculus touch devices
 CActionProfileSimpleControllerMinimal input mapping supported on any OpenXR compatible device
 CHandPoseInfo
 CInputManagerAction-based input dispatcher for polling providers and invoking callbacks
 CTrackedHandPoseWorld-space pose for one tracked XR hand
 CXrInputHandlerHandles OpenXR input actions and controller state
 CXrRigResolves raw XR play-space poses into world-space tracked hand poses
 NstdSTL namespace
 Chash< Asset::MeshPath >
 Chash< Asset::Path >
 Chash< Engine::Assets::AssetHandle< Tag > >
 Chash< EngineCore::TextureLoadData >
 NVulkan
 CBufferRAII wrapper for Vulkan buffer and device memory
 CStagedBufferDevice buffer with double-buffered CPU-visible staging buffers for uploads
 CStagedBufferSyncObjectsSynchronization and copy metadata returned by staged buffer uploads
 CBidirectionalMapMaintains a one-to-one mapping that can be queried from either side
 CSide
 CBoneVertexDataPer-vertex bone influence data for skeletal mesh skinning
 CBufferCopyObjectDescription of one buffer copy operation
 CDebugLabelAn RAII-style wrapper for Vulkan debug labels
 CNamedThreadPoolTracy-named thread pool using BS_tracy::tracy_thread_pool
 CVertexThe fundamental building block of all meshes in this engine
 CVulkanFunctions
 CVulkanHelperStores lots of different functions which shorten the amount of code which needs to be written for default vulkan operations