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authorDavid Walter Seikel2013-01-13 17:24:39 +1000
committerDavid Walter Seikel2013-01-13 17:24:39 +1000
commit393b5cd1dc438872af89d334ef6e5fcc59f27d47 (patch)
tree6a14521219942a08a1b95cb2f5a923a9edd60f63 /libraries/irrlicht-1.8/include/IShadowVolumeSceneNode.h
parentAdd a note about rasters suggested start up code. (diff)
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Added Irrlicht 1.8, but without all the Windows binaries.
Diffstat (limited to 'libraries/irrlicht-1.8/include/IShadowVolumeSceneNode.h')
-rw-r--r--libraries/irrlicht-1.8/include/IShadowVolumeSceneNode.h38
1 files changed, 38 insertions, 0 deletions
diff --git a/libraries/irrlicht-1.8/include/IShadowVolumeSceneNode.h b/libraries/irrlicht-1.8/include/IShadowVolumeSceneNode.h
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1// Copyright (C) 2002-2012 Nikolaus Gebhardt
2// This file is part of the "Irrlicht Engine".
3// For conditions of distribution and use, see copyright notice in irrlicht.h
4
5#ifndef __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
6#define __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
7
8#include "ISceneNode.h"
9
10namespace irr
11{
12namespace scene
13{
14 class IMesh;
15
16 //! Scene node for rendering a shadow volume into a stencil buffer.
17 class IShadowVolumeSceneNode : public ISceneNode
18 {
19 public:
20
21 //! constructor
22 IShadowVolumeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
23 : ISceneNode(parent, mgr, id) {}
24
25 //! Sets the mesh from which the shadow volume should be generated.
26 /** To optimize shadow rendering, use a simpler mesh for shadows.
27 */
28 virtual void setShadowMesh(const IMesh* mesh) = 0;
29
30 //! Updates the shadow volumes for current light positions.
31 virtual void updateShadowVolumes() = 0;
32 };
33
34} // end namespace scene
35} // end namespace irr
36
37#endif
38