Mesh support
[Crystal Space 3D Engine]
Compounds | |
struct | iLODControl |
The iLODControl interface represents an object that has controllable LOD features. More... | |
struct | iMeshDrawCallback |
Set a callback which is called just before the object is drawn. More... | |
struct | iMeshFactoryList |
A list of mesh factories. More... | |
struct | iMeshFactoryWrapper |
A mesh factory wrapper is an engine-level object that wraps around a mesh object factory (iMeshObjectFactory). More... | |
struct | iMeshList |
A list of meshes. More... | |
struct | iMeshWrapper |
A mesh wrapper is an engine-level object that wraps around an actual mesh object (iMeshObject). More... | |
struct | iMeshWrapperIterator |
This is an iterator mesh wrappers. More... | |
Meshwrapper flags | |
#define | CS_ENTITY_DETAIL 2 |
If CS_ENTITY_DETAIL is set then this entity is a detail object. | |
#define | CS_ENTITY_CAMERA 4 |
If CS_ENTITY_CAMERA is set then this entity will be always be centerer around the same spot relative to the camera. | |
#define | CS_ENTITY_INVISIBLEMESH 8 |
If CS_ENTITY_INVISIBLEMESH is set then this thing will not be rendered. | |
#define | CS_ENTITY_INVISIBLE (CS_ENTITY_INVISIBLEMESH+CS_ENTITY_NOHITBEAM) |
If CS_ENTITY_INVISIBLE is set then this thing will not be rendered. | |
#define | CS_ENTITY_NOSHADOWS 16 |
If CS_ENTITY_NOSHADOWS is set then this thing will not cast shadows. | |
#define | CS_ENTITY_NOLIGHTING 32 |
If CS_ENTITY_NOLIGHTING is set then this thing will not be lit. | |
#define | CS_ENTITY_NOHITBEAM 64 |
If CS_ENTITY_NOHITBEAM is set then this thing will not react to HitBeam calls. | |
SetLightingUpdate flags | |
#define | CS_LIGHTINGUPDATE_SORTRELEVANCE 1 |
This is a flag for iMeshWrapper->SetLightingUpdate(). | |
#define | CS_LIGHTINGUPDATE_ALWAYSUPDATE 2 |
If this flag for iMeshWrapper->SetLightingUpdate() is set then the set of relevant lights will be recalculated every time. |
Define Documentation
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If CS_ENTITY_CAMERA is set then this entity will be always be centerer around the same spot relative to the camera. This is useful for skyboxes or skydomes. Important note! When you use an object with this flag you should also add this object to a render priority that also has the camera flag set (see iEngine->SetRenderPriorityCamera()). |
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If CS_ENTITY_DETAIL is set then this entity is a detail object. A detail object is treated as a single object by the engine. The engine can do several optimizations on this. In general you should use this flag for small and detailed objects. This flag is currently not used. |
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If CS_ENTITY_INVISIBLE is set then this thing will not be rendered. It will still cast shadows and be present otherwise. Use the CS_ENTITY_NOSHADOWS flag to disable shadows. Making a mesh invisible will also imply that HitBeam() will ignore it. |
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If CS_ENTITY_INVISIBLEMESH is set then this thing will not be rendered. It will still cast shadows and be present otherwise. Use the CS_ENTITY_NOSHADOWS flag to disable shadows. Using this flag does NOT automatically imply that HitBeam() will ignore this mesh. For that you need to set CS_ENTITY_NOHITBEAM. |
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If CS_ENTITY_NOHITBEAM is set then this thing will not react to HitBeam calls.
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If CS_ENTITY_NOLIGHTING is set then this thing will not be lit. It may still cast shadows though. Use the CS_ENTITY_NOSHADOWS flag to disable that. |
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If CS_ENTITY_NOSHADOWS is set then this thing will not cast shadows. Lighting will still be calculated for it though. Use the CS_ENTITY_NOLIGHTING flag to disable that. |
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If this flag for iMeshWrapper->SetLightingUpdate() is set then the set of relevant lights will be recalculated every time. Otherwise the lights are only recalculated when the object moves or when one of the affected lights changes (default). |
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This is a flag for iMeshWrapper->SetLightingUpdate(). If this flag is set then only the 'N' most relevant lights will be returned to the object. If not set then 'N' random lights will be returned. |
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