$darkmode
Suckless OGL
1.0.0
A lean, high-performance C11 PBR Renderer
Back to Docs
Main Page
Related Pages
Modules
Data Structures
Files
Data Structures
Data Structure Index
Data Fields
All
Variables
_
a
b
c
d
e
f
g
h
i
j
k
l
m
n
o
p
q
r
s
t
u
v
w
x
y
z
Here is a list of all struct and union fields with links to the structures/unions they belong to:
- b -
b :
EdgeEntry
,
UIVertex
backend :
PerfModeContext
banding :
PostProcess
,
PostProcessPreset
banding_channel_levels :
PostProcessUBO
banding_dither_strength :
PostProcessUBO
banding_levels :
PostProcessUBO
banding_mode :
PostProcessUBO
banding_perceptual_gamma :
PostProcessUBO
banding_preset_idx :
PostProcess
baseline_mean_ms :
EffectBenchmark
baseline_stddev_ms :
EffectBenchmark
batch_active :
UIContext
batch_count :
UIContext
batch_vertices :
UIContext
benchmark_effects :
EffectBenchmark
billboard_group :
Scene
billboard_instance_count :
Scene
billboard_instances :
Scene
billboard_mode :
SceneConfig
billboard_sorter :
Scene
billboard_ubo :
SceneGPUResources
billboard_ubo_ptr :
SceneGPUResources
billboard_uniforms :
SceneShaders
bind_type :
GamepadControlPos
binding_registry :
AppInput
bindings :
AppBindingRegistry
bit :
EffectBenchmark
,
EffectEntry
black_clip :
TonemapParams
blend_enabled :
GLStateBackup
bloom :
PostProcess
,
PostProcessPreset
bloom_fx :
PostProcess
bloom_intensity :
PostProcessUBO
bloom_radius :
PostProcessUBO
bloom_soft_threshold :
PostProcessUBO
bloom_threshold :
PostProcessUBO
bobbing_amplitude :
Camera
bobbing_enabled :
Camera
bobbing_frequency :
Camera
bobbing_time :
Camera
bodies :
NBodySim
body_count :
NBodySim
,
TrailRenderer
body_r :
OrbiterDef
bound_ibl_textures :
SceneGPUResources
bound_probe_ssbo :
SceneGPUResources
bound_sh_textures :
SceneGPUResources
box_height :
GPUProfilerUI
brdf_lut :
InstancedUniforms
brdf_lut_tex :
SceneGPUResources
buffers :
GPUProfiler
buffers_head :
IncludeContext
Generated by
1.9.1