CrystalSpace

Public API Reference

Main Page   Modules   Class Hierarchy   Alphabetical List   Compound List   File List   Compound Members   File Members   Related Pages  

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...

struct  iMotionController
 Interface for setting motion parameters on a skeleton. More...

struct  iMotionManager
 Engine for managing MotionTemplates and MotionControllers. More...

struct  iMotionTemplate
 Interface to loading motion data. More...

struct  iSkeletonBone
 A bone in the skeleton system. 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_INVISIBLE   8
 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.


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

#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.

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()).

Definition at line 72 of file mesh.h.

#define CS_ENTITY_DETAIL   2
 

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.

Definition at line 62 of file mesh.h.

#define CS_ENTITY_INVISIBLE   8
 

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.

Definition at line 79 of file mesh.h.

#define CS_ENTITY_NOLIGHTING   32
 

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.

Definition at line 93 of file mesh.h.

#define CS_ENTITY_NOSHADOWS   16
 

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.

Definition at line 86 of file mesh.h.

#define CS_LIGHTINGUPDATE_ALWAYSUPDATE   2
 

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).

Definition at line 112 of file mesh.h.

#define CS_LIGHTINGUPDATE_SORTRELEVANCE   1
 

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.

Definition at line 104 of file mesh.h.


Generated for Crystal Space by doxygen 1.2.18