CrystalSpace

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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  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...


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 81 of file mesh.h.

#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.

If you set 'convex' to true the center vertex will also be calculated. It is unset by default. This flag is currently not used.

Definition at line 61 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 71 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 88 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 102 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 95 of file mesh.h.


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