Compounds | |
class | GAUGE3D::GFileLoader |
class | GAUGE3D::GObjectLoader |
class | GAUGE3D::GPlugin |
Defines | |
#define | GAUGE3D_EXPORT_PLUGIN(CLASSNAME) |
Export a GPlugin derivative from the library. More... | |
Typedefs | |
typedef GSmartPointer<GFileLoader> | pGFileLoader |
Smart pointer to a GFileLoader. | |
typedef GSmartPointer<GObjectLoader> | pGObjectLoader |
Smart pointer to a GObjectLoader. | |
typedef GSmartPointer<GPlugin> | pGPlugin |
Smart pointer to a GPlugin. | |
Variables | |
GAUGE3D_API pGObjectLoader | gMainObjectLoader |
The main GAUGE object loader. More... |
"Plugins" are executable add-ons that increase GAUGE's functionality. They normally exist on the disk in the form of dynamic libraries (.dll or .so files, depending on your operating system). A plugin may perform some function suck as enabling the use of a particular rendering API, but more often a plugin acts as a loader for a particular type of file. For example, a plugin might load JPEG images, or BSP maps. The core GAUGE library does not know the difference between these formats. It just uses a standard interface to communicate with the plugin and get the info it needs to use the data in the file.
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Initializer: \ CLASSNAME __gauge3d_plugin; \ \ \ extern "C" \ { \ void* __gauge3d_plugin_create() {return &__gauge3d_plugin;} \ }
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The main GAUGE object loader. In almost all cases, you'll want to use this object loader rather than create your own. Plugins that need to load other plugins will use this object loader, and they will fail if this object loader does not have any plugins in it. |