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All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... More...
Namespaces | |
namespace | quake3 |
Classes | |
class | CDynamicMeshBuffer |
class | CIndexBuffer |
class | CMeshBuffer |
Template implementation of the IMeshBuffer interface. More... | |
class | CVertexBuffer |
class | IAnimatedMesh |
Interface for an animated mesh. More... | |
class | IAnimatedMeshMD2 |
Interface for using some special functions of MD2 meshes. More... | |
class | IAnimatedMeshMD3 |
Interface for using some special functions of MD3 meshes. More... | |
class | IAnimatedMeshSceneNode |
Scene node capable of displaying an animated mesh and its shadow. More... | |
class | IAnimationEndCallBack |
Callback interface for catching events of ended animations. More... | |
class | IBillboardSceneNode |
A billboard scene node. More... | |
class | IBillboardTextSceneNode |
A billboard text scene node. More... | |
class | IBoneSceneNode |
Interface for bones used for skeletal animation. More... | |
class | ICameraSceneNode |
Scene Node which is a (controlable) camera. More... | |
class | ICollisionCallback |
Callback interface for catching events of collisions. More... | |
class | IDummyTransformationSceneNode |
Dummy scene node for adding additional transformations to the scene graph. More... | |
class | IDynamicMeshBuffer |
class | IGeometryCreator |
Helper class for creating geometry on the fly. More... | |
class | IIndexBuffer |
class | ILightManager |
ILightManager provides an interface for user applications to manipulate the list of lights in the scene. More... | |
class | ILightSceneNode |
Scene node which is a dynamic light. More... | |
class | IMesh |
Class which holds the geometry of an object. More... | |
class | IMeshBuffer |
Struct for holding a mesh with a single material. More... | |
class | IMeshCache |
The mesh cache stores already loaded meshes and provides an interface to them. More... | |
class | IMeshLoader |
Class which is able to load an animated mesh from a file. More... | |
class | IMeshManipulator |
An interface for easy manipulation of meshes. More... | |
class | IMeshSceneNode |
A scene node displaying a static mesh. More... | |
class | IMeshWriter |
Interface for writing meshes. More... | |
class | IMetaTriangleSelector |
Interface for making multiple triangle selectors work as one big selector. More... | |
class | IParticleAffector |
A particle affector modifies particles. More... | |
class | IParticleAnimatedMeshSceneNodeEmitter |
A particle emitter which emits particles from mesh vertices. More... | |
class | IParticleAttractionAffector |
A particle affector which attracts or detracts particles. More... | |
class | IParticleBoxEmitter |
A particle emitter which emits particles from a box shaped space. More... | |
class | IParticleCylinderEmitter |
A particle emitter which emits from a cylindrically shaped space. More... | |
class | IParticleEmitter |
A particle emitter for using with particle systems. More... | |
class | IParticleFadeOutAffector |
A particle affector which fades out the particles. More... | |
class | IParticleGravityAffector |
A particle affector which applies gravity to particles. More... | |
class | IParticleMeshEmitter |
A particle emitter which emits from vertices of a mesh. More... | |
class | IParticleRingEmitter |
A particle emitter which emits particles along a ring shaped area. More... | |
class | IParticleRotationAffector |
A particle affector which rotates the particle system. More... | |
class | IParticleSphereEmitter |
A particle emitter which emits from a spherical space. More... | |
class | IParticleSystemSceneNode |
A particle system scene node for creating snow, fire, exlosions, smoke... More... | |
class | IQ3LevelMesh |
Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. More... | |
class | ISceneCollisionManager |
The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. More... | |
class | ISceneManager |
The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff. More... | |
class | ISceneNode |
Scene node interface. More... | |
class | ISceneNodeAnimator |
Animates a scene node. Can animate position, rotation, material, and so on. More... | |
class | ISceneNodeAnimatorCameraFPS |
Special scene node animator for FPS cameras. More... | |
class | ISceneNodeAnimatorCameraMaya |
Special scene node animator for Maya-style cameras. More... | |
class | ISceneNodeAnimatorCollisionResponse |
Special scene node animator for doing automatic collision detection and response. More... | |
class | ISceneNodeAnimatorFactory |
Interface for dynamic creation of scene node animators. More... | |
class | ISceneNodeFactory |
Interface for dynamic creation of scene nodes. More... | |
class | ISceneUserDataSerializer |
Interface to read and write user data to and from .irr files. More... | |
class | IShadowVolumeSceneNode |
Scene node for rendering a shadow volume into a stencil buffer. More... | |
class | ISkinnedMesh |
Interface for using some special functions of Skinned meshes. More... | |
class | ITerrainSceneNode |
A scene node for displaying terrain using the geo mip map algorithm. More... | |
class | ITextSceneNode |
A scene node for displaying 2d text at a position in three dimensional space. More... | |
class | ITriangleSelector |
Interface to return triangles with specific properties. More... | |
class | IVertexBuffer |
struct | IVertexManipulator |
Interface for vertex manipulators. More... | |
class | IVolumeLightSceneNode |
struct | SAnimatedMesh |
Simple implementation of the IAnimatedMesh interface. More... | |
struct | SMD3AnimationInfo |
struct | SMD3Face |
Triangle Index. More... | |
struct | SMD3Header |
this holds the header info of the MD3 file More... | |
struct | SMD3Mesh |
Holding Frames Buffers and Tag Infos. More... | |
struct | SMD3MeshBuffer |
Holding Frame Data for a Mesh. More... | |
struct | SMD3MeshHeader |
this holds the header info of an MD3 mesh section More... | |
struct | SMD3QuaternionTag |
hold a tag info for connecting meshes More... | |
struct | SMD3QuaternionTagList |
holds a associative list of named quaternions More... | |
struct | SMD3TexCoord |
Texture Coordinate. More... | |
struct | SMD3Vertex |
Compressed Vertex Data. More... | |
struct | SMesh |
Simple implementation of the IMesh interface. More... | |
struct | SParticle |
Struct for holding particle data. More... | |
struct | SSharedMeshBuffer |
Implementation of the IMeshBuffer interface with shared vertex list. More... | |
struct | SSkinMeshBuffer |
A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime. More... | |
class | SVertexColorBrightnessManipulator |
Vertex manipulator which adjusts the brightness by the given amount. More... | |
class | SVertexColorContrastBrightnessManipulator |
Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount. More... | |
class | SVertexColorContrastManipulator |
Vertex manipulator which adjusts the contrast by the given factor. More... | |
class | SVertexColorDesaturateToAverageManipulator |
Vertex manipulator which desaturates the color values. More... | |
class | SVertexColorDesaturateToLightnessManipulator |
Vertex manipulator which desaturates the color values. More... | |
class | SVertexColorDesaturateToLuminanceManipulator |
Vertex manipulator which desaturates the color values. More... | |
class | SVertexColorGammaManipulator |
Vertex manipulator which adjusts the brightness by a gamma operation. More... | |
class | SVertexColorInterpolateLinearManipulator |
Vertex manipulator which interpolates the color values. More... | |
class | SVertexColorInterpolateQuadraticManipulator |
Vertex manipulator which interpolates the color values. More... | |
class | SVertexColorInvertManipulator |
Vertex manipulator which invertes the RGB values. More... | |
class | SVertexColorScaleManipulator |
Vertex manipulator which scales the color values. More... | |
class | SVertexColorSetAlphaManipulator |
Vertex manipulator to set the alpha value of the vertex color to a fixed value. More... | |
class | SVertexColorSetManipulator |
Vertex manipulator to set color to a fixed color for all vertices. More... | |
class | SVertexColorThresholdManipulator |
Vertex manipulator to set vertex color to one of two values depending on a given threshold. More... | |
class | SVertexPositionScaleAlongNormalsManipulator |
Vertex manipulator which scales the position of the vertex along the normals. More... | |
class | SVertexPositionScaleManipulator |
Vertex manipulator which scales the position of the vertex. More... | |
class | SVertexPositionTransformManipulator |
Vertex manipulator which transforms the position of the vertex. More... | |
class | SVertexTCoordsScaleManipulator |
Vertex manipulator which scales the TCoords of the vertex. More... | |
struct | SViewFrustum |
Defines the view frustum. That's the space visible by the camera. More... | |
Typedefs | |
typedef IParticleEmitter | IParticlePointEmitter |
typedef core::list < ISceneNodeAnimator * > | ISceneNodeAnimatorList |
Typedef for list of scene node animators. | |
typedef core::list< ISceneNode * > | ISceneNodeList |
Typedef for list of scene nodes. | |
typedef CMeshBuffer < video::S3DVertex > | SMeshBuffer |
Standard meshbuffer. | |
typedef CMeshBuffer < video::S3DVertex2TCoords > | SMeshBufferLightMap |
Meshbuffer with two texture coords per vertex, e.g. for lightmaps. | |
typedef CMeshBuffer < video::S3DVertexTangents > | SMeshBufferTangents |
Meshbuffer with vertices having tangents stored, e.g. for normal mapping. | |
Enumerations | |
enum | E_ANIMATED_MESH_TYPE { EAMT_UNKNOWN = 0, EAMT_MD2, EAMT_MD3, EAMT_OBJ, EAMT_BSP, EAMT_3DS, EAMT_MY3D, EAMT_LMTS, EAMT_CSM, EAMT_OCT, EAMT_SKINNED } |
Possible types of (animated) meshes. More... | |
enum | E_BONE_ANIMATION_MODE { EBAM_AUTOMATIC = 0, EBAM_ANIMATED, EBAM_UNANIMATED, EBAM_COUNT } |
Enumeration for different bone animation modes. More... | |
enum | E_BONE_SKINNING_SPACE { EBSS_LOCAL = 0, EBSS_GLOBAL, EBSS_COUNT } |
enum | E_BUFFER_TYPE { EBT_NONE = 0, EBT_VERTEX, EBT_INDEX, EBT_VERTEX_AND_INDEX } |
enum | E_CULLING_TYPE { EAC_OFF = 0, EAC_BOX = 1, EAC_FRUSTUM_BOX = 2, EAC_FRUSTUM_SPHERE = 4 } |
An enumeration for all types of automatic culling for built-in scene nodes. More... | |
enum | E_DEBUG_SCENE_TYPE { EDS_OFF = 0, EDS_BBOX = 1, EDS_NORMALS = 2, EDS_SKELETON = 4, EDS_MESH_WIRE_OVERLAY = 8, EDS_HALF_TRANSPARENCY = 16, EDS_BBOX_BUFFERS = 32, EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS, EDS_FULL = 0xffffffff } |
An enumeration for all types of debug data for built-in scene nodes (flags). More... | |
enum | E_HARDWARE_MAPPING { EHM_NEVER = 0, EHM_STATIC, EHM_DYNAMIC, EHM_STREAM } |
enum | E_INTERPOLATION_MODE { EIM_CONSTANT = 0, EIM_LINEAR, EIM_COUNT } |
enum | E_JOINT_UPDATE_ON_RENDER { EJUOR_NONE = 0, EJUOR_READ, EJUOR_CONTROL } |
enum | E_MESH_WRITER_FLAGS { EMWF_NONE = 0, EMWF_WRITE_LIGHTMAPS = 0x1, EMWF_WRITE_COMPRESSED = 0x2, EMWF_WRITE_BINARY = 0x4 } |
flags configuring mesh writing More... | |
enum | E_PARTICLE_AFFECTOR_TYPE { EPAT_NONE = 0, EPAT_ATTRACT, EPAT_FADE_OUT, EPAT_GRAVITY, EPAT_ROTATE, EPAT_SCALE, EPAT_COUNT } |
Types of built in particle affectors. More... | |
enum | E_PARTICLE_EMITTER_TYPE { EPET_POINT = 0, EPET_ANIMATED_MESH, EPET_BOX, EPET_CYLINDER, EPET_MESH, EPET_RING, EPET_SPHERE, EPET_COUNT } |
Types of built in particle emitters. More... | |
enum | E_PRIMITIVE_TYPE { EPT_POINTS = 0, EPT_LINE_STRIP, EPT_LINE_LOOP, EPT_LINES, EPT_TRIANGLE_STRIP, EPT_TRIANGLE_FAN, EPT_TRIANGLES, EPT_QUAD_STRIP, EPT_QUADS, EPT_POLYGON, EPT_POINT_SPRITES } |
Enumeration for all primitive types there are. More... | |
enum | E_SCENE_NODE_RENDER_PASS { ESNRP_NONE = 0, ESNRP_CAMERA = 1, ESNRP_LIGHT = 2, ESNRP_SKY_BOX = 4, ESNRP_AUTOMATIC = 24, ESNRP_SOLID = 8, ESNRP_TRANSPARENT = 16, ESNRP_TRANSPARENT_EFFECT = 32, ESNRP_SHADOW = 64 } |
Enumeration for render passes. More... | |
enum | E_TERRAIN_PATCH_SIZE { ETPS_9 = 9, ETPS_17 = 17, ETPS_33 = 33, ETPS_65 = 65, ETPS_129 = 129 } |
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode More... | |
enum | EMD2_ANIMATION_TYPE { EMAT_STAND = 0, EMAT_RUN, EMAT_ATTACK, EMAT_PAIN_A, EMAT_PAIN_B, EMAT_PAIN_C, EMAT_JUMP, EMAT_FLIP, EMAT_SALUTE, EMAT_FALLBACK, EMAT_WAVE, EMAT_POINT, EMAT_CROUCH_STAND, EMAT_CROUCH_WALK, EMAT_CROUCH_ATTACK, EMAT_CROUCH_PAIN, EMAT_CROUCH_DEATH, EMAT_DEATH_FALLBACK, EMAT_DEATH_FALLFORWARD, EMAT_DEATH_FALLBACKSLOW, EMAT_BOOM, EMAT_COUNT } |
Types of standard md2 animations. More... | |
enum | EMD3_ANIMATION_TYPE { EMD3_BOTH_DEATH_1 = 0, EMD3_BOTH_DEAD_1, EMD3_BOTH_DEATH_2, EMD3_BOTH_DEAD_2, EMD3_BOTH_DEATH_3, EMD3_BOTH_DEAD_3, EMD3_TORSO_GESTURE, EMD3_TORSO_ATTACK_1, EMD3_TORSO_ATTACK_2, EMD3_TORSO_DROP, EMD3_TORSO_RAISE, EMD3_TORSO_STAND_1, EMD3_TORSO_STAND_2, EMD3_LEGS_WALK_CROUCH, EMD3_LEGS_WALK, EMD3_LEGS_RUN, EMD3_LEGS_BACK, EMD3_LEGS_SWIM, EMD3_LEGS_JUMP_1, EMD3_LEGS_LAND_1, EMD3_LEGS_JUMP_2, EMD3_LEGS_LAND_2, EMD3_LEGS_IDLE, EMD3_LEGS_IDLE_CROUCH, EMD3_LEGS_TURN, EMD3_ANIMATION_COUNT } |
Animation list. More... | |
enum | eMD3Models { EMD3_HEAD = 0, EMD3_UPPER, EMD3_LOWER, EMD3_WEAPON, EMD3_NUMMODELS } |
enum | EMESH_WRITER_TYPE { EMWT_IRR_MESH = MAKE_IRR_ID('i','r','r','m'), EMWT_COLLADA = MAKE_IRR_ID('c','o','l','l'), EMWT_STL = MAKE_IRR_ID('s','t','l',0), EMWT_OBJ = MAKE_IRR_ID('o','b','j',0), EMWT_PLY = MAKE_IRR_ID('p','l','y',0) } |
An enumeration for all supported types of built-in mesh writers. More... | |
enum | ESCENE_NODE_ANIMATOR_TYPE { ESNAT_FLY_CIRCLE = 0, ESNAT_FLY_STRAIGHT, ESNAT_FOLLOW_SPLINE, ESNAT_ROTATION, ESNAT_TEXTURE, ESNAT_DELETION, ESNAT_COLLISION_RESPONSE, ESNAT_CAMERA_FPS, ESNAT_CAMERA_MAYA, ESNAT_COUNT, ESNAT_UNKNOWN, ESNAT_FORCE_32_BIT = 0x7fffffff } |
An enumeration for all types of built-in scene node animators. More... | |
enum | ESCENE_NODE_TYPE { ESNT_CUBE = MAKE_IRR_ID('c','u','b','e'), ESNT_SPHERE = MAKE_IRR_ID('s','p','h','r'), ESNT_TEXT = MAKE_IRR_ID('t','e','x','t'), ESNT_WATER_SURFACE = MAKE_IRR_ID('w','a','t','r'), ESNT_TERRAIN = MAKE_IRR_ID('t','e','r','r'), ESNT_SKY_BOX = MAKE_IRR_ID('s','k','y','_'), ESNT_SKY_DOME = MAKE_IRR_ID('s','k','y','d'), ESNT_SHADOW_VOLUME = MAKE_IRR_ID('s','h','d','w'), ESNT_OCTREE = MAKE_IRR_ID('o','c','t','r'), ESNT_MESH = MAKE_IRR_ID('m','e','s','h'), ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t'), ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y'), ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y'), ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_'), ESNT_BILLBOARD = MAKE_IRR_ID('b','i','l','l'), ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h'), ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l'), ESNT_Q3SHADER_SCENE_NODE = MAKE_IRR_ID('q','3','s','h'), ESNT_MD3_SCENE_NODE = MAKE_IRR_ID('m','d','3','_'), ESNT_VOLUME_LIGHT = MAKE_IRR_ID('v','o','l','l'), ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M'), ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F'), ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n'), ESNT_ANY = MAKE_IRR_ID('a','n','y','_') } |
An enumeration for all types of built-in scene nodes. More... | |
Variables | |
const c8 *const | ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent" |
Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials. | |
const c8 *const | AutomaticCullingNames [] |
Names for culling type. | |
const c8 *const | B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag" |
Flag to ignore the b3d file's mipmapping flag. | |
const c8 *const | B3D_TEXTURE_PATH = "B3D_TexturePath" |
Name of the parameter for changing the texture path of the built-in b3d loader. | |
const c8 *const | BoneAnimationModeNames [] |
Names for bone animation modes. | |
const c8 *const | COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances" |
Name of the parameter specifying the COLLADA mesh loading mode. | |
const c8 *const | CSM_TEXTURE_PATH = "CSM_TexturePath" |
Name of the parameter for changing the texture path of the built-in csm loader. | |
const c8 *const | DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color" |
Name of the parameter for setting the color of debug normals. | |
const c8 *const | DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length" |
Name of the parameter for setting the length of debug normals. | |
const c8 *const | DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef" |
Name of the parameter for setting reference value of alpha in transparent materials. | |
const c8 *const | DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha" |
Name of the parameter for choose to flip or not tga files. | |
const c8 *const | DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir" |
Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. | |
const c8 *const | DMF_TEXTURE_PATH = "DMF_TexturePath" |
Name of the parameter for changing the texture path of the built-in DMF loader. | |
const c8 *const | IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor" |
Flag set as parameter when the scene manager is used as editor. | |
const c8 *const | LMTS_TEXTURE_PATH = "LMTS_TexturePath" |
Name of the parameter for changing the texture path of the built-in lmts loader. | |
const c8 *const | MY3D_TEXTURE_PATH = "MY3D_TexturePath" |
Name of the parameter for changing the texture path of the built-in my3d loader. | |
const c8 *const | OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups" |
Flag to avoid loading group structures in .obj files. | |
const c8 *const | OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles" |
Flag to avoid loading material .mtl file for .obj files. | |
const c8 *const | OBJ_TEXTURE_PATH = "OBJ_TexturePath" |
Name of the parameter for changing the texture path of the built-in obj loader. | |
const c8 *const | ParticleAffectorTypeNames [] |
Names for built in particle affectors. | |
const c8 *const | ParticleEmitterTypeNames [] |
Names for built in particle emitters. |
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
Definition at line 104 of file IParticleEmitter.h.
Typedef for list of scene node animators.
Definition at line 30 of file ISceneNode.h.
typedef core::list<ISceneNode*> irr::scene::ISceneNodeList |
Typedef for list of scene nodes.
Definition at line 25 of file ISceneNode.h.
Standard meshbuffer.
Definition at line 291 of file CMeshBuffer.h.
Meshbuffer with two texture coords per vertex, e.g. for lightmaps.
Definition at line 293 of file CMeshBuffer.h.
Meshbuffer with vertices having tangents stored, e.g. for normal mapping.
Definition at line 295 of file CMeshBuffer.h.
Possible types of (animated) meshes.
Definition at line 12 of file IAnimatedMesh.h.
Enumeration for different bone animation modes.
Definition at line 16 of file IBoneSceneNode.h.
Definition at line 32 of file IBoneSceneNode.h.
EBT_NONE |
Does not change anything. |
EBT_VERTEX |
Change the vertex mapping. |
EBT_INDEX |
Change the index mapping. |
EBT_VERTEX_AND_INDEX |
Change both vertex and index mapping to the same value. |
Definition at line 28 of file EHardwareBufferFlags.h.
An enumeration for all types of automatic culling for built-in scene nodes.
Definition at line 16 of file ECullingTypes.h.
An enumeration for all types of debug data for built-in scene nodes (flags).
Definition at line 14 of file EDebugSceneTypes.h.
Definition at line 13 of file EHardwareBufferFlags.h.
Definition at line 18 of file ISkinnedMesh.h.
Definition at line 15 of file IAnimatedMeshSceneNode.h.
flags configuring mesh writing
Definition at line 39 of file EMeshWriterEnums.h.
Types of built in particle affectors.
Definition at line 13 of file IParticleAffector.h.
Types of built in particle emitters.
EPET_POINT | |
EPET_ANIMATED_MESH | |
EPET_BOX | |
EPET_CYLINDER | |
EPET_MESH | |
EPET_RING | |
EPET_SPHERE | |
EPET_COUNT |
Definition at line 17 of file IParticleEmitter.h.
Enumeration for all primitive types there are.
Definition at line 14 of file EPrimitiveTypes.h.
Enumeration for render passes.
A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the node wants to be drawn in relation to the other nodes.
ESNRP_NONE |
No pass currently active. |
ESNRP_CAMERA |
Camera pass. The active view is set up here. The very first pass. |
ESNRP_LIGHT |
In this pass, lights are transformed into camera space and added to the driver. |
ESNRP_SKY_BOX |
This is used for sky boxes. |
ESNRP_AUTOMATIC |
All normal objects can use this for registering themselves. This value will never be returned by ISceneManager::getSceneNodeRenderPass(). The scene manager will determine by itself if an object is transparent or solid and register the object as SNRT_TRANSPARENT or SNRT_SOLD automatically if you call registerNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your scene node has both solid and transparent material types register it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the render() method call getSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node. |
ESNRP_SOLID |
Solid scene nodes or special scene nodes without materials. |
ESNRP_TRANSPARENT |
Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order. |
ESNRP_TRANSPARENT_EFFECT |
Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order. |
ESNRP_SHADOW |
Drawn after the transparent nodes, the time for drawing shadow volumes. |
Definition at line 57 of file ISceneManager.h.
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
Definition at line 14 of file ETerrainElements.h.
Types of standard md2 animations.
Definition at line 12 of file IAnimatedMeshMD2.h.
Animation list.
Definition at line 23 of file IAnimatedMeshMD3.h.
Definition at line 13 of file IAnimatedMeshMD3.h.
An enumeration for all supported types of built-in mesh writers.
A scene mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers.
Definition at line 19 of file EMeshWriterEnums.h.
An enumeration for all types of built-in scene node animators.
Definition at line 14 of file ESceneNodeAnimatorTypes.h.
An enumeration for all types of built-in scene nodes.
A scene node type is represented by a four character code such as 'cube' or 'mesh' instead of simple numbers, to avoid name clashes with external scene nodes.
Definition at line 19 of file ESceneNodeTypes.h.
const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent" |
Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.
The default behavior in Irrlicht is to disable writing to the z-buffer for all really transparent, i.e. blending materials. This avoids problems with intersecting faces, but can also break renderings. If transparent materials should use the SMaterial flag for ZWriteEnable just as other material types use this attribute. Use it like this:
SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
Definition at line 30 of file SceneParameters.h.
const c8* const irr::scene::AutomaticCullingNames[] |
{ "false", "box", "frustum_box", "frustum_sphere", 0 }
Names for culling type.
Definition at line 25 of file ECullingTypes.h.
Referenced by irr::scene::ISceneNode::deserializeAttributes(), and irr::scene::ISceneNode::serializeAttributes().
const c8* const irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag" |
Flag to ignore the b3d file's mipmapping flag.
Instead Irrlicht's texture creation flag is used. Use it like this:
SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);
Definition at line 146 of file SceneParameters.h.
const c8* const irr::scene::B3D_TEXTURE_PATH = "B3D_TexturePath" |
Name of the parameter for changing the texture path of the built-in b3d loader.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures");
Definition at line 154 of file SceneParameters.h.
const c8* const irr::scene::BoneAnimationModeNames[] |
{ "automatic", "animated", "unanimated", 0, }
Names for bone animation modes.
Definition at line 44 of file IBoneSceneNode.h.
const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances" |
Name of the parameter specifying the COLLADA mesh loading mode.
Specifies if the COLLADA loader should create instances of the models, lights and cameras when loading COLLADA meshes. By default, this is set to false. If this is set to true, the ISceneManager::getMesh() method will only return a pointer to a dummy mesh and create instances of all meshes and lights and cameras in the collada file by itself. Example:
SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
Definition at line 67 of file SceneParameters.h.
const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath" |
Name of the parameter for changing the texture path of the built-in csm loader.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
Definition at line 38 of file SceneParameters.h.
const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color" |
Name of the parameter for setting the color of debug normals.
Use it like this:
SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));
Definition at line 175 of file SceneParameters.h.
const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length" |
Name of the parameter for setting the length of debug normals.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);
Definition at line 167 of file SceneParameters.h.
const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef" |
Name of the parameter for setting reference value of alpha in transparent materials.
Use it like this:
//this way you'll set alpha ref to 0.1 SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);
Definition at line 102 of file SceneParameters.h.
const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha" |
Name of the parameter for choose to flip or not tga files.
Use it like this:
//this way you'll choose to flip alpha textures SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);
Definition at line 111 of file SceneParameters.h.
const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir" |
Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
If this parameter is set to true, the texture directory defined in the Deled file is ignored, and only the texture name is used to find the proper file. Otherwise, the texture path is also used, which allows to use a nicer media layout. Use it like this:
//this way you won't use this setting (default) SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
//this way you'll use this setting SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);
Definition at line 93 of file SceneParameters.h.
const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath" |
Name of the parameter for changing the texture path of the built-in DMF loader.
This path is prefixed to the file names defined in the Deled file when loading textures. This allows to alter the paths for a specific project setting. Use it like this:
SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");
Definition at line 77 of file SceneParameters.h.
const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor" |
Flag set as parameter when the scene manager is used as editor.
In this way special animators like deletion animators can be stopped from deleting scene nodes for example
Definition at line 159 of file SceneParameters.h.
const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath" |
Name of the parameter for changing the texture path of the built-in lmts loader.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
Definition at line 46 of file SceneParameters.h.
const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath" |
Name of the parameter for changing the texture path of the built-in my3d loader.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");
Definition at line 54 of file SceneParameters.h.
const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups" |
Flag to avoid loading group structures in .obj files.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
Definition at line 128 of file SceneParameters.h.
const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles" |
Flag to avoid loading material .mtl file for .obj files.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
Definition at line 137 of file SceneParameters.h.
const c8* const irr::scene::OBJ_TEXTURE_PATH = "OBJ_TexturePath" |
Name of the parameter for changing the texture path of the built-in obj loader.
Use it like this:
SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");
Definition at line 120 of file SceneParameters.h.
const c8* const irr::scene::ParticleAffectorTypeNames[] |
{ "None", "Attract", "FadeOut", "Gravity", "Rotate", "Scale", 0 }
Names for built in particle affectors.
Definition at line 25 of file IParticleAffector.h.
const c8* const irr::scene::ParticleEmitterTypeNames[] |
{ "Point", "AnimatedMesh", "Box", "Cylinder", "Mesh", "Ring", "Sphere", 0 }
Names for built in particle emitters.
Definition at line 30 of file IParticleEmitter.h.
The Irrlicht
Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated
on Sun Oct 24 12:42:06 2010 by Doxygen
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