Lumiera
0.pre.03
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Definition of a structural asset to express patterns of wiring or processing Processing patterns can be seen as some kind of "micro code" (or macro code, if you prefer this view angle), which will be executed within the machinery to wire and configure the render nodes network, based on the objects in the Session model.
Definition in file procpatt.hpp.
Classes | |
class | ProcPatt |
"Processing Pattern" is a structural Asset representing information how to build some part of the render engine's processing nodes network. More... | |
Typedefs | |
typedef vector< BuildInstruct > | InstructionSequence |
Namespaces | |
steam | |
Steam-Layer implementation namespace root. | |
steam::asset | |
The asset subsystem of the Steam-Layer. | |