/*############################################################################### # # Copyright 2021 NVIDIA Corporation # # Permission is hereby granted, free of charge, to any person obtaining a copy of # this software and associated documentation files (the "Software"), to deal in # the Software without restriction, including without limitation the rights to # use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of # the Software, and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS # FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR # COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER # IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN # CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # ###############################################################################*/ #ifndef __OPENGL_MESH_RENDERER__ #define __OPENGL_MESH_RENDERER__ #include "MeshRenderer.h" /// Initialize the renderer dispatch table. /// @param[out] dispatch the dispatch table. /// @return NVCV_SUCCESS if successful. NvCV_Status OpenGLMeshRenderer_InitDispatch(MeshRenderer::Dispatch *dispatch); /// Unload the OpenGL Mesh Renderer from memory. /// @note Any previously initialized dispatch tables will be invalid. /// @return NVCV_SUCCESS if successful. NvCV_Status OpenGLMeshRenderer_Unload(); #endif // __OPENGL_MESH_RENDERER__