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 --- libraries/irrlicht-1.8/include/SceneParameters.h | 182 ----------------------- 1 file changed, 182 deletions(-) delete mode 100644 libraries/irrlicht-1.8/include/SceneParameters.h (limited to 'libraries/irrlicht-1.8/include/SceneParameters.h') diff --git a/libraries/irrlicht-1.8/include/SceneParameters.h b/libraries/irrlicht-1.8/include/SceneParameters.h deleted file mode 100644 index 827ae42..0000000 --- a/libraries/irrlicht-1.8/include/SceneParameters.h +++ /dev/null @@ -1,182 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt -// This file is part of the "Irrlicht Engine". -// For conditions of distribution and use, see copyright notice in irrlicht.h - -#ifndef __I_SCENE_PARAMETERS_H_INCLUDED__ -#define __I_SCENE_PARAMETERS_H_INCLUDED__ - -/*! \file SceneParameters.h - \brief Header file containing all scene parameters for modifying mesh loading etc. - - This file includes all parameter names which can be set using ISceneManager::getParameters() - to modify the behavior of plugins and mesh loaders. -*/ - -namespace irr -{ -namespace scene -{ - //! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials - /** 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: - \code - SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); - \endcode - **/ - const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"; - - //! Name of the parameter for changing the texture path of the built-in csm loader. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath"; - - //! Name of the parameter for changing the texture path of the built-in lmts loader. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath"; - - //! Name of the parameter for changing the texture path of the built-in my3d loader. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath"; - - //! Name of the parameter specifying the COLLADA mesh loading mode - /** - 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: - \code - SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true); - \endcode - */ - const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"; - - //! Name of the parameter for changing the texture path of the built-in DMF loader. - /** 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: - \code - SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath"; - - //! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. - /** 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: - \code - //this way you won't use this setting (default) - SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false); - \endcode - \code - //this way you'll use this setting - SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true); - \endcode - **/ - const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"; - - //! Name of the parameter for setting reference value of alpha in transparent materials. - /** Use it like this: - \code - //this way you'll set alpha ref to 0.1 - SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1); - \endcode - **/ - const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"; - - //! Name of the parameter for choose to flip or not tga files. - /** Use it like this: - \code - //this way you'll choose to flip alpha textures - SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true); - \endcode - **/ - const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"; - - - //! Name of the parameter for changing the texture path of the built-in obj loader. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath"; - - //! Flag to avoid loading group structures in .obj files - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true); - \endcode - **/ - const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"; - - - //! Flag to avoid loading material .mtl file for .obj files - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true); - \endcode - **/ - const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"; - - - //! Flag to ignore the b3d file's mipmapping flag - /** Instead Irrlicht's texture creation flag is used. Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true); - \endcode - **/ - const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"; - - //! Name of the parameter for changing the texture path of the built-in b3d loader. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures"); - \endcode - **/ - const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath"; - - //! Flag set as parameter when the scene manager is used as editor - /** In this way special animators like deletion animators can be stopped from - deleting scene nodes for example */ - const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"; - - //! Name of the parameter for setting the length of debug normals. - /** Use it like this: - \code - SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f); - \endcode - **/ - const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"; - - //! Name of the parameter for setting the color of debug normals. - /** Use it like this: - \code - SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255)); - \endcode - **/ - const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"; - - -} // end namespace scene -} // end namespace irr - -#endif - -- cgit v1.1