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<a href="#pub-methods">Public Member Functions</a>  </div>
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<div class="title">irr::scene::IQ3LevelMesh Class Reference</div>  </div>
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<!-- doxytag: class="irr::scene::IQ3LevelMesh" --><!-- doxytag: inherits="irr::scene::IAnimatedMesh" -->
<p>Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.  
 <a href="classirr_1_1scene_1_1_i_q3_level_mesh.html#details">More...</a></p>

<p><code>#include &lt;<a class="el" href="_i_q3_level_mesh_8h_source.html">IQ3LevelMesh.h</a>&gt;</code></p>
<div id="dynsection-0" onclick="return toggleVisibility(this)" class="dynheader closed" style="cursor:pointer;">
  <img id="dynsection-0-trigger" src="closed.png" alt="+"/> Inheritance diagram for irr::scene::IQ3LevelMesh:</div>
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</div>
<div id="dynsection-0-content" class="dyncontent" style="display:none;">
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  <img src="classirr_1_1scene_1_1_i_q3_level_mesh.png" usemap="#irr::scene::IQ3LevelMesh_map" alt=""/>
  <map id="irr::scene::IQ3LevelMesh_map" name="irr::scene::IQ3LevelMesh_map">
<area href="classirr_1_1scene_1_1_i_animated_mesh.html" title="Interface for an animated mesh." alt="irr::scene::IAnimatedMesh" shape="rect" coords="0,112,157,136"/>
<area href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object." alt="irr::scene::IMesh" shape="rect" coords="0,56,157,80"/>
<area href="classirr_1_1_i_reference_counted.html" title="Base class of most objects of the Irrlicht Engine." alt="irr::IReferenceCounted" shape="rect" coords="0,0,157,24"/>
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<p><a href="classirr_1_1scene_1_1_i_q3_level_mesh-members.html">List of all members.</a></p>
<h2><a name="pub-methods"></a>
Public Member Functions</h2>
<ul>
<li>virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> * <a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html#ad0ed15c97e55ffb02d1d48fb62a769d5">getBrushEntityMesh</a> (<a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a> num) const =0
<dl class="el"><dd class="mdescRight">returns the requested brush entity  <a href="#ad0ed15c97e55ffb02d1d48fb62a769d5"></a><br/></dl><li>virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a> * <a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html#a31276c90be36a1c7c5b8e87433dd5f63">getBrushEntityMesh</a> (<a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a93ed78aeb11a2a7e8f8ae9b99801aba7">quake3::IEntity</a> &amp;ent) const =0
<dl class="el"><dd class="mdescRight">returns the requested brush entity  <a href="#a31276c90be36a1c7c5b8e87433dd5f63"></a><br/></dl><li>virtual <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a312f35a37540d810fcb14b75fd449c9e">quake3::tQ3EntityList</a> &amp; <a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html#a6e95f072e7bfe1d96a587ed3c27eedfc">getEntityList</a> ()=0
<dl class="el"><dd class="mdescRight">get's an interface to the entities  <a href="#a6e95f072e7bfe1d96a587ed3c27eedfc"></a><br/></dl><li>virtual const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a> * <a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html#aa2f9609e950e32876665d7531a54a484">getShader</a> (const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *filename, bool fileNameIsValid=true)=0
<dl class="el"><dd class="mdescRight">loads the shader definition from file  <a href="#aa2f9609e950e32876665d7531a54a484"></a><br/></dl><li>virtual const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a> * <a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html#a71c4481a2c9b0a99210ed7d4b8a8fc20">getShader</a> (<a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a> index) const =0
<dl class="el"><dd class="mdescRight">returns a already loaded Shader  <a href="#a71c4481a2c9b0a99210ed7d4b8a8fc20"></a><br/></dl></ul>
<hr/><a name="details" id="details"></a><h2>Detailed Description</h2>
<div class="textblock"><p>Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file. </p>
<p>The Mesh tries to load all textures of the map. </p>

<p>Definition at line <a class="el" href="_i_q3_level_mesh_8h_source.html#l00017">17</a> of file <a class="el" href="_i_q3_level_mesh_8h_source.html">IQ3LevelMesh.h</a>.</p>
</div><hr/><h2>Member Function Documentation</h2>
<a class="anchor" id="ad0ed15c97e55ffb02d1d48fb62a769d5"></a><!-- doxytag: member="irr::scene::IQ3LevelMesh::getBrushEntityMesh" ref="ad0ed15c97e55ffb02d1d48fb62a769d5" args="(s32 num) const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a>* irr::scene::IQ3LevelMesh::getBrushEntityMesh </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#ac66849b7a6ed16e30ebede579f9b47c6">s32</a>&#160;</td>
          <td class="paramname"><em>num</em></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>returns the requested brush entity </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">num</td><td>The number from the model key of the entity.</td></tr>
  </table>
  </dd>
</dl>
<p>Use this interface if you parse the entities yourself. </p>

</div>
</div>
<a class="anchor" id="a31276c90be36a1c7c5b8e87433dd5f63"></a><!-- doxytag: member="irr::scene::IQ3LevelMesh::getBrushEntityMesh" ref="a31276c90be36a1c7c5b8e87433dd5f63" args="(quake3::IEntity &amp;ent) const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a>* irr::scene::IQ3LevelMesh::getBrushEntityMesh </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a93ed78aeb11a2a7e8f8ae9b99801aba7">quake3::IEntity</a> &amp;&#160;</td>
          <td class="paramname"><em>ent</em></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>returns the requested brush entity </p>

</div>
</div>
<a class="anchor" id="a6e95f072e7bfe1d96a587ed3c27eedfc"></a><!-- doxytag: member="irr::scene::IQ3LevelMesh::getEntityList" ref="a6e95f072e7bfe1d96a587ed3c27eedfc" args="()=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual <a class="el" href="namespaceirr_1_1scene_1_1quake3.html#a312f35a37540d810fcb14b75fd449c9e">quake3::tQ3EntityList</a>&amp; irr::scene::IQ3LevelMesh::getEntityList </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>get's an interface to the entities </p>

</div>
</div>
<a class="anchor" id="aa2f9609e950e32876665d7531a54a484"></a><!-- doxytag: member="irr::scene::IQ3LevelMesh::getShader" ref="aa2f9609e950e32876665d7531a54a484" args="(const c8 *filename, bool fileNameIsValid=true)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a>* irr::scene::IQ3LevelMesh::getShader </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *&#160;</td>
          <td class="paramname"><em>filename</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>fileNameIsValid</em> = <code>true</code>&#160;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>loads the shader definition from file </p>
<dl><dt><b>Parameters:</b></dt><dd>
  <table class="params">
    <tr><td class="paramname">filename</td><td>Name of the shaderfile, defaults to /scripts if fileNameIsValid is false. </td></tr>
    <tr><td class="paramname">fileNameIsValid</td><td>Specifies whether the filename is valid in the current situation. </td></tr>
  </table>
  </dd>
</dl>

</div>
</div>
<a class="anchor" id="a71c4481a2c9b0a99210ed7d4b8a8fc20"></a><!-- doxytag: member="irr::scene::IQ3LevelMesh::getShader" ref="a71c4481a2c9b0a99210ed7d4b8a8fc20" args="(u32 index) const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual const <a class="el" href="structirr_1_1scene_1_1quake3_1_1_i_shader.html">quake3::IShader</a>* irr::scene::IQ3LevelMesh::getShader </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#a0416a53257075833e7002efd0a18e804">u32</a>&#160;</td>
          <td class="paramname"><em>index</em></td><td>)</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>returns a already loaded Shader </p>

</div>
</div>
<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_q3_level_mesh_8h_source.html">IQ3LevelMesh.h</a></li>
</ul>
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