SLCamAnim
Enumeration for available camera animation types.
@ CA_turntableYUp
Orbiting around central object w. turntable rotation around y & right axis.
@ CA_walkingYUp
Walk translation with AWSD and look around rotation around y & right axis.
@ CA_off
No camera animation.
@ CA_deviceRotLocYUp
The device rotation controls the camera rotation and the GPS controls the Camera Translation.
@ CA_trackball
Orbiting around central object w. one rotation around one axis.
@ CA_deviceRotYUp
The device rotation controls the camera rotation.
@ CA_turntableZUp
Orbiting around central object w. turntable rotation around z & right axis.
@ CA_walkingZUp
Walk translation with AWSD and look around rotation around z & right axis.
SLProjType
Enumeration for different camera projections.
@ P_monoPerspective
standard mono pinhole perspective projection
@ P_stereoSideBySideP
side-by-side proportional for mirror stereoscopes
@ P_monoIntrinsic
standard mono pinhole perspective projection from intrinsic calibration
@ P_stereoPixelByPixel
checkerboard pattern (DLP3D)
@ P_stereoColumnByColumn
column-by-column
@ P_stereoColorRG
color masking for red-green anaglyphs
@ P_stereoSideBySideD
side-by-side distorted for Oculus Rift like glasses
@ P_stereoSideBySide
side-by-side
@ P_stereoColorYB
color masking for yellow-blue anaglyphs (ColorCode 3D)
@ P_stereoLineByLine
line-by-line
@ P_stereoColorRB
color masking for red-blue anaglyphs
@ P_stereoColorRC
color masking for red-cyan anaglyphs
@ P_monoOrthographic
standard mono orthographic projection
SLAxis
Coordinate axis enumeration.
SLAnimInterpolation
Enumeration for animation modes.
int SLSceneID
Scene identifier.
SLRenderType
Rendering type enumeration.
@ RT_optix_pt
Path Tracing with OptiX.
@ RT_optix_rt
Ray Tracing with OptiX.
SLShaderType
Shader type enumeration for vertex or fragment (pixel) shader.
SLEasingCurve
Enumeration for animation easing curves.
@ EC_inOutQuart
quartic easing in and then out
@ EC_inCubic
cubic in easing in, acceleration from zero velocity
@ EC_outQuart
quartic easing out, decelerating to zero velocity
@ EC_outInQuint
quintic easing out and then in
@ EC_inOutCubic
cubic easing in and then out
@ EC_outCubic
cubic easing out, decelerating to zero velocity
@ EC_outInSine
sine easing out and then in
@ EC_outInQuad
quadratic easing out and then in
@ EC_inOutQuad
quadratic easing in and then out
@ EC_inOutSine
sine easing in and then out
@ EC_outInCubic
cubic easing out and then in
@ EC_inSine
sine easing in, acceleration from zero velocity
@ EC_inQuart
quartic easing in, acceleration from zero velocity
@ EC_outQuint
quintic easing out, decelerating to zero velocity
@ EC_outQuad
quadratic easing out, decelerating to zero velocity
@ EC_linear
linear easing with constant velocity
@ EC_inOutQuint
quintic easing in and then out
@ EC_outInQuart
quartic easing out and then in
@ EC_inQuad
quadratic easing in, acceleration from zero velocity
@ EC_inQuint
quintic easing in, acceleration from zero velocity
@ EC_outSine
sine easing out, decelerating to zero velocity
SLTransformSpace
Describes the relative space a transformation is applied in.
SLShapeType
Particle system shape type.
SLTextAlign
Enumeration for text alignment in a box.
SLReflectionModel
Light Reflection Models for shader generation usd in SLMaterial.
SLAnimLooping
Enumeration for animation modes.
@ AL_pingPongLoop
loop forward and backwards
@ AL_pingPong
play once in two directions
SLMouseButton
Mouse button codes.
SLFogMode
Corresponds to the old fog modes in OpenGL 2.1.
SLUniformType
Type definition for GLSL uniform1f variables that change per frame.
@ UT_seconds
seconds since the process has started
@ UT_incDec
never ending loop from min to max and max to min
@ UT_inc
never ending increment
@ UT_incInc
never ending loop from min to max
@ UT_random
random values between min and max
@ UT_lambda
lambda getter function
SLViewportAlign
Mouse button codes.
SLBillboardType
Billboard type for its orientation used in SLParticleSystem.
SLEyeType
Enumeration for stereo eye type used for camera projection.
SLSkinMethod
Skinning methods.
@ SM_hardware
Do vertex skinning on the GPU.
@ SM_software
Do vertex skinning on the CPU.
constexpr SLSceneID SL_EMPTY_SCENE_ID
SLSceneID for an empty scene.
SLKey
Keyboard key codes enumeration.