#include <kanzi/core.ui/graphics3d/graphics_blend_mode.hpp>#include <kanzi/core.ui/graphics3d/material.hpp>#include <kanzi/core.ui/graphics3d/mesh.hpp>#include <kanzi/core.ui/graphics3d/render_entry_3d.hpp>#include <kanzi/core.ui/graphics3d/shader.hpp>#include <kanzi/core.ui/graphics3d/taa_manager.hpp>#include <kanzi/core.ui/node/node.hpp>#include <kanzi/core.ui/node/node3d.hpp>#include <kanzi/core.ui/platform/graphics_backend/gl/kzs_opengl.h>Namespaces | |
| namespace | kanzi |
Functions | |
| template<typename EntryPtrRange > | |
| bool | kanzi::taaAnyDefaultNodeHasWorldMotion (taa::TaaManager &taa, void *passPtr, const EntryPtrRange &entries) |
| True only when a scannable default-path node is new or its world moved. | |
| template<typename EntryPtrRange > | |
| bool | kanzi::taaAnyDefaultNodeWorldMoved (taa::TaaManager &taa, void *passPtr, const EntryPtrRange &entries) |
| Cheap DriveMode / showroom gate: true if any default-path node is new or its world matrix moved vs last frame. | |
| bool | kanzi::taaBlendModeEligibleForMotionVector (int blendMode) |
| Whether this BlendMode owns surface coverage that TAA should track. | |
| void | kanzi::taaFillPerVertexMVEntry (taa::TaaManager::MVEntry &mve, RenderEntry3D &entry, void *passPtr) |
| Snapshot mesh/material so MV replay never touches RenderEntry after Studio tears down edit-mode overlay entries (gizmo crash). | |
| int | kanzi::taaGetCachedKzPositionAttribIndex (unsigned int program) |
| Cache kzPosition on the GL program handle. | |
| int | kanzi::taaKzPositionAttribFromMaterial (Material *material) |
| bool | kanzi::taaLooksLikePreviewEditorGizmo (string_view name) |
| Best-effort Studio gizmo name filter (names vary by Studio version). | |
| bool | kanzi::taaNameContainsIgnoreCase (string_view haystack, string_view needle) |
| bool | kanzi::taaNodeMotionVectorsEnabled (const Node &node) |
| Node-level veto for MV collection (Node.TAAMVEnable, default true). | |
| bool | kanzi::taaRenderEntryEligibleForPerVertexMV (RenderEntry3D &entry) |
| Prefer keeping real scene geometry. | |