From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- .../doc/html/namespaceirr_1_1scene.html | 2210 -------------------- 1 file changed, 2210 deletions(-) delete mode 100644 libraries/irrlicht-1.8/doc/html/namespaceirr_1_1scene.html (limited to 'libraries/irrlicht-1.8/doc/html/namespaceirr_1_1scene.html') diff --git a/libraries/irrlicht-1.8/doc/html/namespaceirr_1_1scene.html b/libraries/irrlicht-1.8/doc/html/namespaceirr_1_1scene.html deleted file mode 100644 index e700663..0000000 --- a/libraries/irrlicht-1.8/doc/html/namespaceirr_1_1scene.html +++ /dev/null @@ -1,2210 +0,0 @@ - - - - -Irrlicht 3D Engine: irr::scene Namespace Reference - - - - - - - - - - - - - - -
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Irrlicht 3D Engine - -
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irr::scene Namespace Reference
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All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... -More...

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Detailed Description

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All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...

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Typedef Documentation

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Definition at line 122 of file IParticleEmitter.h.

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Typedef for list of scene node animators.

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Definition at line 30 of file ISceneNode.h.

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Typedef for list of scene nodes.

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Definition at line 25 of file ISceneNode.h.

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Standard meshbuffer.

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Definition at line 291 of file CMeshBuffer.h.

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Meshbuffer with two texture coords per vertex, e.g. for lightmaps.

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Definition at line 293 of file CMeshBuffer.h.

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Meshbuffer with vertices having tangents stored, e.g. for normal mapping.

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Definition at line 295 of file CMeshBuffer.h.

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Enumeration Type Documentation

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Possible types of (animated) meshes.

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EAMT_UNKNOWN  -

Unknown animated mesh type.

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EAMT_MD2  -

Quake 2 MD2 model file.

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EAMT_MD3  -

Quake 3 MD3 model file.

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EAMT_OBJ  -

Maya .obj static model.

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EAMT_BSP  -

Quake 3 .bsp static Map.

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EAMT_3DS  -

3D Studio .3ds file

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EAMT_MY3D  -

My3D Mesh, the file format by Zhuck Dimitry.

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EAMT_LMTS  -

Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen.

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EAMT_CSM  -

Cartography Shop .csm file. This loader was created by Saurav Mohapatra.

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EAMT_OCT  -

.oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter.

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The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht

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EAMT_MDL_HALFLIFE  -

Halflife MDL model file.

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EAMT_SKINNED  -

generic skinned mesh

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Definition at line 16 of file IAnimatedMesh.h.

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Enumeration for different bone animation modes.

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EBAM_AUTOMATIC  -

The bone is usually animated, unless it's parent is not animated.

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EBAM_ANIMATED  -

The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward.

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EBAM_UNANIMATED  -

The bone is not animated by the skin.

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EBAM_COUNT  -

Not an animation mode, just here to count the available modes.

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Definition at line 16 of file IBoneSceneNode.h.

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EBSS_LOCAL  -

local skinning, standard

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EBSS_GLOBAL  -

global skinning

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EBSS_COUNT  -
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Definition at line 32 of file IBoneSceneNode.h.

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enum irr::scene::E_BUFFER_TYPE
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EBT_NONE  -

Does not change anything.

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EBT_VERTEX  -

Change the vertex mapping.

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EBT_INDEX  -

Change the index mapping.

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EBT_VERTEX_AND_INDEX  -

Change both vertex and index mapping to the same value.

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Definition at line 28 of file EHardwareBufferFlags.h.

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Color names collada uses in it's color samplers.

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ECCS_DIFFUSE  -
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Definition at line 47 of file IColladaMeshWriter.h.

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Control when geometry elements are created.

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ECGI_PER_MESH  -

Default - write each mesh exactly once to collada. Optimal but will not work with many tools.

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ECGI_PER_MESH_AND_MATERIAL  -

Write each mesh as often as it's used with different materials-names in the scene. Material names which are used here are created on export, so using the IColladaMeshWriterNames interface you have some control over how many geometries are written.

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Definition at line 80 of file IColladaMeshWriter.h.

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Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values.

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ECIC_NONE  -

Don't write this element at all.

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ECIC_CUSTOM  -

Check IColladaMeshWriterProperties for custom color.

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ECIC_DIFFUSE  -

Use SMaterial::DiffuseColor.

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ECIC_AMBIENT  -

Use SMaterial::AmbientColor.

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ECIC_EMISSIVE  -

Use SMaterial::EmissiveColor.

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ECIC_SPECULAR  -

Use SMaterial::SpecularColor.

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Definition at line 58 of file IColladaMeshWriter.h.

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Lighting models - more or less the way Collada categorizes materials.

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ECTF_BLINN  -

Blinn-phong which is default for opengl and dx fixed function pipelines. But several well-known renderers don't support it and prefer phong.

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ECTF_PHONG  -

Phong shading, default in many external renderers.

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ECTF_LAMBERT  -

diffuse shaded surface that is independent of lighting.

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ECTF_CONSTANT  -
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Definition at line 23 of file IColladaMeshWriter.h.

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How to interpret the opacity in collada.

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ECOF_A_ONE  -

default - only alpha channel of color or texture is used.

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ECOF_RGB_ZERO  -

Alpha values for each RGB channel of color or texture are used.

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Definition at line 37 of file IColladaMeshWriter.h.

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enum irr::scene::E_CULLING_TYPE
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An enumeration for all types of automatic culling for built-in scene nodes.

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EAC_OFF  -
EAC_BOX  -
EAC_FRUSTUM_BOX  -
EAC_FRUSTUM_SPHERE  -
EAC_OCC_QUERY  -
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Definition at line 16 of file ECullingTypes.h.

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An enumeration for all types of debug data for built-in scene nodes (flags)

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EDS_OFF  -

No Debug Data ( Default )

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EDS_BBOX  -

Show Bounding Boxes of SceneNode.

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EDS_NORMALS  -

Show Vertex Normals.

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EDS_SKELETON  -

Shows Skeleton/Tags.

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EDS_MESH_WIRE_OVERLAY  -

Overlays Mesh Wireframe.

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EDS_HALF_TRANSPARENCY  -

Temporary use transparency Material Type.

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EDS_BBOX_BUFFERS  -

Show Bounding Boxes of all MeshBuffers.

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EDS_BBOX_ALL  -

EDS_BBOX | EDS_BBOX_BUFFERS.

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EDS_FULL  -

Show all debug infos.

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Definition at line 14 of file EDebugSceneTypes.h.

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EHM_NEVER  -

Don't store on the hardware.

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EHM_STATIC  -

Rarely changed, usually stored completely on the hardware.

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EHM_DYNAMIC  -

Sometimes changed, driver optimized placement.

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Always changed, cache optimizing on the GPU.

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Definition at line 13 of file EHardwareBufferFlags.h.

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EIM_CONSTANT  -
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EIM_COUNT  -

count of all available interpolation modes

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Definition at line 18 of file ISkinnedMesh.h.

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EJUOR_NONE  -

do nothing

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EJUOR_READ  -

get joints positions from the mesh (for attached nodes, etc)

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EJUOR_CONTROL  -

control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() )

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Definition at line 19 of file IAnimatedMeshSceneNode.h.

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flags configuring mesh writing

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EMWF_NONE  -

no writer flags

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EMWF_WRITE_LIGHTMAPS  -

write lightmap textures out if possible

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EMWF_WRITE_COMPRESSED  -

write in a way that consumes less disk space

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EMWF_WRITE_BINARY  -

write in binary format rather than text

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Definition at line 39 of file EMeshWriterEnums.h.

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Types of built in particle affectors.

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EPAT_NONE  -
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EPAT_COUNT  -
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Definition at line 17 of file IParticleAffector.h.

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Types of built in particle emitters.

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EPET_POINT  -
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EPET_BOX  -
EPET_CYLINDER  -
EPET_MESH  -
EPET_RING  -
EPET_SPHERE  -
EPET_COUNT  -
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Definition at line 17 of file IParticleEmitter.h.

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Enumeration for all primitive types there are.

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EPT_POINTS  -

All vertices are non-connected points.

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EPT_LINE_STRIP  -

All vertices form a single connected line.

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EPT_LINE_LOOP  -

Just as LINE_STRIP, but the last and the first vertex is also connected.

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EPT_LINES  -

Every two vertices are connected creating n/2 lines.

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EPT_TRIANGLE_STRIP  -

After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.

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EPT_TRIANGLE_FAN  -

After the first two vertices each vertex defines a new triangle. All around the common first vertex.

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EPT_TRIANGLES  -

Explicitly set all vertices for each triangle.

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EPT_QUAD_STRIP  -

After the first two vertices each further tw vetices create a quad with the preceding two.

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EPT_QUADS  -

Every four vertices create a quad.

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EPT_POLYGON  -

Just as LINE_LOOP, but filled.

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EPT_POINT_SPRITES  -

The single vertices are expanded to quad billboards on the GPU.

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Definition at line 14 of file EPrimitiveTypes.h.

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Enumeration for render passes.

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A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the node wants to be drawn in relation to the other nodes.

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ESNRP_NONE  -

No pass currently active.

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ESNRP_CAMERA  -

Camera pass. The active view is set up here. The very first pass.

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ESNRP_LIGHT  -

In this pass, lights are transformed into camera space and added to the driver.

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ESNRP_SKY_BOX  -

This is used for sky boxes.

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ESNRP_AUTOMATIC  -

All normal objects can use this for registering themselves.

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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.

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ESNRP_SOLID  -

Solid scene nodes or special scene nodes without materials.

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ESNRP_TRANSPARENT  -

Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.

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Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.

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Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes.

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Definition at line 55 of file ISceneManager.h.

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enumeration for patch sizes specifying the size of patches in the TerrainSceneNode

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ETPS_9  -

patch size of 9, at most, use 4 levels of detail with this patch size.

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ETPS_17  -

patch size of 17, at most, use 5 levels of detail with this patch size.

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ETPS_33  -

patch size of 33, at most, use 6 levels of detail with this patch size.

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patch size of 65, at most, use 7 levels of detail with this patch size.

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patch size of 129, at most, use 8 levels of detail with this patch size.

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Definition at line 14 of file ETerrainElements.h.

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Types of standard md2 animations.

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EMAT_STAND  -
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EMAT_ATTACK  -
EMAT_PAIN_A  -
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EMAT_PAIN_C  -
EMAT_JUMP  -
EMAT_FLIP  -
EMAT_SALUTE  -
EMAT_FALLBACK  -
EMAT_WAVE  -
EMAT_POINT  -
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EMAT_COUNT  -

Not an animation, but amount of animation types.

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Definition at line 16 of file IAnimatedMeshMD2.h.

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Animation list.

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EMD3_BOTH_DEATH_1  -
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EMD3_BOTH_DEATH_2  -
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EMD3_BOTH_DEATH_3  -
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EMD3_TORSO_GESTURE  -
EMD3_TORSO_ATTACK_1  -
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EMD3_TORSO_DROP  -
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EMD3_LEGS_WALK_CROUCH  -
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EMD3_LEGS_BACK  -
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EMD3_LEGS_JUMP_1  -
EMD3_LEGS_LAND_1  -
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EMD3_LEGS_LAND_2  -
EMD3_LEGS_IDLE  -
EMD3_LEGS_IDLE_CROUCH  -
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EMD3_ANIMATION_COUNT  -

Not an animation, but amount of animation types.

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Definition at line 27 of file IAnimatedMeshMD3.h.

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enum irr::scene::eMD3Models
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EMD3_HEAD  -
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EMD3_WEAPON  -
EMD3_NUMMODELS  -
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Definition at line 17 of file IAnimatedMeshMD3.h.

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An enumeration for all supported types of built-in mesh writers.

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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.

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EMWT_IRR_MESH  -

Irrlicht native mesh writer, for static .irrmesh files.

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EMWT_COLLADA  -

COLLADA mesh writer for .dae and .xml files.

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EMWT_STL  -

STL mesh writer for .stl files.

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EMWT_OBJ  -

OBJ mesh writer for .obj files.

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EMWT_PLY  -

PLY mesh writer for .ply files.

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Definition at line 19 of file EMeshWriterEnums.h.

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An enumeration for all types of built-in scene node animators.

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ESNAT_FLY_CIRCLE  -

Fly circle scene node animator.

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ESNAT_FLY_STRAIGHT  -

Fly straight scene node animator.

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ESNAT_FOLLOW_SPLINE  -

Follow spline scene node animator.

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ESNAT_ROTATION  -

Rotation scene node animator.

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ESNAT_TEXTURE  -

Texture scene node animator.

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ESNAT_DELETION  -

Deletion scene node animator.

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ESNAT_COLLISION_RESPONSE  -

Collision respose scene node animator.

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ESNAT_CAMERA_FPS  -

FPS camera animator.

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ESNAT_CAMERA_MAYA  -

Maya camera animator.

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ESNAT_COUNT  -

Amount of built-in scene node animators.

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ESNAT_UNKNOWN  -

Unknown scene node animator.

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ESNAT_FORCE_32_BIT  -

This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.

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Definition at line 14 of file ESceneNodeAnimatorTypes.h.

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An enumeration for all types of built-in scene nodes.

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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.

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ESNT_SCENE_MANAGER  -

of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)

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ESNT_CUBE  -

simple cube scene node

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ESNT_SPHERE  -

Sphere scene node.

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ESNT_TEXT  -

Text Scene Node.

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ESNT_WATER_SURFACE  -

Water Surface Scene Node.

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ESNT_TERRAIN  -

Terrain Scene Node.

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ESNT_SKY_BOX  -

Sky Box Scene Node.

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ESNT_SKY_DOME  -

Sky Dome Scene Node.

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ESNT_SHADOW_VOLUME  -

Shadow Volume Scene Node.

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ESNT_OCTREE  -

Octree Scene Node.

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ESNT_MESH  -

Mesh Scene Node.

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ESNT_LIGHT  -

Light Scene Node.

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ESNT_EMPTY  -

Empty Scene Node.

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ESNT_DUMMY_TRANSFORMATION  -

Dummy Transformation Scene Node.

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ESNT_CAMERA  -

Camera Scene Node.

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ESNT_BILLBOARD  -

Billboard Scene Node.

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ESNT_ANIMATED_MESH  -

Animated Mesh Scene Node.

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ESNT_PARTICLE_SYSTEM  -

Particle System Scene Node.

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ESNT_Q3SHADER_SCENE_NODE  -

Quake3 Shader Scene Node.

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ESNT_MD3_SCENE_NODE  -

Quake3 Model Scene Node ( has tag to link to )

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ESNT_VOLUME_LIGHT  -

Volume Light Scene Node.

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ESNT_CAMERA_MAYA  -

Maya Camera Scene Node.

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Legacy, for loading version <= 1.4.x .irr files

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ESNT_CAMERA_FPS  -

First Person Shooter Camera.

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Legacy, for loading version <= 1.4.x .irr files

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ESNT_UNKNOWN  -

Unknown scene node.

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ESNT_ANY  -

Will match with any scene node when checking types.

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Definition at line 19 of file ESceneNodeTypes.h.

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Variable Documentation

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const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"
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Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.

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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:

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Definition at line 30 of file SceneParameters.h.

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const c8* const irr::scene::AutomaticCullingNames[]
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-        "false",
-        "box",          
-        "frustum_box",      
-        "frustum_sphere",   
-        "occ_query",    
-        0
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Names for culling type.

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Definition at line 26 of file ECullingTypes.h.

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Referenced by irr::scene::ISceneNode::deserializeAttributes().

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const c8* const irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"
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Flag to ignore the b3d file's mipmapping flag.

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Instead Irrlicht's texture creation flag is used. Use it like this:

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Definition at line 146 of file SceneParameters.h.

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const c8* const irr::scene::B3D_TEXTURE_PATH = "B3D_TexturePath"
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Name of the parameter for changing the texture path of the built-in b3d loader.

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Use it like this:

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Definition at line 154 of file SceneParameters.h.

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const c8* const irr::scene::BoneAnimationModeNames[]
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-Initial value:
-    {
-        "automatic",
-        "animated",
-        "unanimated",
-        0,
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Names for bone animation modes.

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Definition at line 44 of file IBoneSceneNode.h.

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const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"
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Name of the parameter specifying the COLLADA mesh loading mode.

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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:

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    SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
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Definition at line 67 of file SceneParameters.h.

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const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath"
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Name of the parameter for changing the texture path of the built-in csm loader.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
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Definition at line 38 of file SceneParameters.h.

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const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"
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Name of the parameter for setting the color of debug normals.

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Use it like this:

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    SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));
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Definition at line 175 of file SceneParameters.h.

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const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"
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Name of the parameter for setting the length of debug normals.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);
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Definition at line 167 of file SceneParameters.h.

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const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"
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Name of the parameter for setting reference value of alpha in transparent materials.

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Use it like this:

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    //this way you'll set alpha ref to 0.1
-    SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);
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Definition at line 102 of file SceneParameters.h.

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const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"
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Name of the parameter for choose to flip or not tga files.

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Use it like this:

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    //this way you'll choose to flip alpha textures
-    SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);
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Definition at line 111 of file SceneParameters.h.

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const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"
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Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.

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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:

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    //this way you won't use this setting (default)
-    SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
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    //this way you'll use this setting
-    SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);
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Definition at line 93 of file SceneParameters.h.

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const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath"
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Name of the parameter for changing the texture path of the built-in DMF loader.

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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:

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    SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");
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Definition at line 77 of file SceneParameters.h.

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const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"
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Flag set as parameter when the scene manager is used as editor.

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In this way special animators like deletion animators can be stopped from deleting scene nodes for example

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Definition at line 159 of file SceneParameters.h.

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const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath"
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Name of the parameter for changing the texture path of the built-in lmts loader.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
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Definition at line 46 of file SceneParameters.h.

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const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath"
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Name of the parameter for changing the texture path of the built-in my3d loader.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");
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Definition at line 54 of file SceneParameters.h.

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const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"
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Flag to avoid loading group structures in .obj files.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
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Definition at line 128 of file SceneParameters.h.

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const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"
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Flag to avoid loading material .mtl file for .obj files.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
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Definition at line 137 of file SceneParameters.h.

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const c8* const irr::scene::OBJ_TEXTURE_PATH = "OBJ_TexturePath"
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Name of the parameter for changing the texture path of the built-in obj loader.

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Use it like this:

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    SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");
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Definition at line 120 of file SceneParameters.h.

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const c8* const irr::scene::ParticleAffectorTypeNames[]
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-Initial value:
-{
-    "None",
-    "Attract",
-    "FadeOut",
-    "Gravity",
-    "Rotate",
-    "Scale",
-    0
-}
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Names for built in particle affectors.

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Definition at line 29 of file IParticleAffector.h.

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const c8* const irr::scene::ParticleEmitterTypeNames[]
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-Initial value:
-{
-    "Point",
-    "AnimatedMesh",
-    "Box",
-    "Cylinder",
-    "Mesh",
-    "Ring",
-    "Sphere",
-    0
-}
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Names for built in particle emitters.

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Definition at line 30 of file IParticleEmitter.h.

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