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Public API Reference |
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 | 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_CONVEX 1 |
If CS_ENTITY_CONVEX is set then this entity is convex (what did you expect :-) This means the 3D engine can do various optimizations. More... | |
#define | CS_ENTITY_DETAIL 2 |
If CS_ENTITY_DETAIL is set then this entity is a detail object. More... | |
#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. More... | |
#define | CS_ENTITY_INVISIBLE 8 |
If CS_ENTITY_INVISIBLE is set then this thing will not be rendered. More... | |
#define | CS_ENTITY_NOSHADOWS 16 |
If CS_ENTITY_NOSHADOWS is set then this thing will not cast shadows. More... | |
#define | CS_ENTITY_NOLIGHTING 32 |
If CS_ENTITY_NOLIGHTING is set then this thing will not be lit. More... |
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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_CONVEX is set then this entity is convex (what did you expect :-) This means the 3D engine can do various optimizations. If you set 'convex' to true the center vertex will also be calculated. It is unset by default. This flag is currently not used. |
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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. |
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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. |