Crystal Space 3D Engine
Modules | |
Lighting | |
Mesh support | |
Textures & Materials | |
Views & Cameras | |
Visibility | |
Compounds | |
struct | iEngine |
This interface is the main interface to the 3D engine. More... | |
struct | iImposter |
iImposter defines the interface a mesh (or other) class must implement to be used as imposter mesh by the engine. More... | |
struct | iMovable |
This interface represents the position and orientation of an object relative to its parent (this is the transformation between local object space of the model and world space (i.e. More... | |
struct | iMovableListener |
Implement this class if you're interested in hearing about movable changes. More... | |
struct | iObjectWatcher |
This is a generic object watcher. More... | |
struct | iObjectWatcherListener |
Implement this class if you're interested in hearing about object watcher events. More... | |
struct | iPortal |
This is the interface to the Portal objects. More... | |
struct | iPortalCallback |
When a sector is missing this callback will be called. More... | |
struct | iPortalContainer |
A container for portals. More... | |
struct | iRegion |
A region. More... | |
struct | iRegionList |
A list of region objects. More... | |
struct | iRenderLoop |
Render loop. More... | |
struct | iRenderLoopManager |
Render loop manager. More... | |
struct | iSector |
The iSector interface is used to work with "sectors". More... | |
struct | iSectorCallback |
Set a callback which is called when this sector is traversed. More... | |
struct | iSectorIterator |
An iterator to iterate over sectors. More... | |
struct | iSectorList |
A list of sectors. More... | |
struct | iSharedVariable |
iSharedVariable implements a refcounted value which can be shared across many objects and updated efficiently. More... | |
struct | iSharedVariableList |
A list of shared variables. More... | |
struct | iSharedVariableListener |
A listener so that you can get notified when a variable is changed. More... | |
SetLightingCacheMode() settings | |
#define | CS_ENGINE_CACHE_READ 1 |
Read the cache. | |
#define | CS_ENGINE_CACHE_WRITE 2 |
Write the cache. | |
#define | CS_ENGINE_CACHE_NOUPDATE 4 |
Do not calculate lighting if not up-to-date. | |
RegisterRenderPriority() flags | |
#define | CS_RENDPRI_NONE 0 |
Do not sort this priority. | |
#define | CS_RENDPRI_BACK2FRONT 1 |
Sort this priority back to front. | |
#define | CS_RENDPRI_FRONT2BACK 2 |
Sort this priority front to back. | |
Operations | |
Operations indicate what has changed in one of the objects that is being watched. | |
#define | CS_WATCH_NONE 0 |
No operation recorded yet. | |
#define | CS_WATCH_LIGHT_DESTROY 1 |
Light has been destroyed. | |
#define | CS_WATCH_LIGHT_MOVE 2 |
Light has moved. | |
#define | CS_WATCH_LIGHT_RADIUS 3 |
Light has changed radius. | |
#define | CS_WATCH_LIGHT_COLOR 4 |
Light has changed color. | |
#define | CS_WATCH_LIGHT_SECTOR 5 |
Light has changed sector. | |
#define | CS_WATCH_MOVABLE_DESTROY 6 |
Movable has been destroyed. | |
#define | CS_WATCH_MOVABLE_CHANGED 7 |
Movable has changed otherwise. | |
#define | CS_WATCH_LIGHT_ATTENUATION 8 |
Light has changed attenuation. | |
Defines | |
#define | CS_PORTAL_CLIPDEST 0x00000001 |
If this flag is set then this portal will clip all geometry in the destination sector. | |
#define | CS_PORTAL_CLIPSTRADDLING 0x00000002 |
If this flag is set then this portal will clip geometry of an object that is straddling this portal (i.e. | |
#define | CS_PORTAL_ZFILL 0x00000004 |
If this flag is set then this portal will do a Z-fill after rendering the contents. | |
#define | CS_PORTAL_WARP 0x00000008 |
If this flag is set then this portal will do space warping. | |
#define | CS_PORTAL_MIRROR 0x00000010 |
If this flag is set then this portal mirrors space (changes order of the vertices of polygons). | |
#define | CS_PORTAL_STATICDEST 0x00000020 |
A flag which indicates if the destination of this portal should not be transformed from object to world space. | |
#define | CS_PORTAL_FLOAT 0x00000040 |
If this flag is used then the portal will use possible available stencil buffer on the hardware to do good clipping. | |
#define | CS_PORTAL_COLLDET 0x00000080 |
If this flag is set then this portal is used for collision detection. | |
#define | CS_PORTAL_VISCULL 0x00000100 |
If this flag is set then this portal is used for visibility culling. | |
#define | CS_DEFAULT_RENDERLOOP_NAME "*default" |
Name of the default render loop created by the engine. |
Define Documentation
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Name of the default render loop created by the engine.
Definition at line 45 of file renderloop.h. |
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Do not calculate lighting if not up-to-date. On by default. |
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Read the cache.
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Write the cache.
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If this flag is set then this portal will clip all geometry in the destination sector. This must be used for portals which arrive in the middle of a sector. |
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If this flag is set then this portal will clip geometry of an object that is straddling this portal (i.e. the object is both in the source and destination sector and the portal 'cuts' the object). This is only needed if the portal is on a surface that is transparent. A space warping portal will do this automatically. |
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If this flag is set then this portal is used for collision detection.
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If this flag is used then the portal will use possible available stencil buffer on the hardware to do good clipping. This flag should be used if you have a portal that is not at the boundary of the sector and that can be covered (or itself covers) other objects. It is usually used in combination with CS_PORTAL_ZFILL and sometimes with CS_PORTAL_CLIPDEST if the destination of the portal enters in the middle of a sector. |
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If this flag is set then this portal mirrors space (changes order of the vertices of polygons). Don't set this flag directly. It will be automatically set if a mirroring space warp is used with SetWarp(). |
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A flag which indicates if the destination of this portal should not be transformed from object to world space. For mirrors you should disable this flag because you want the destination to move with the source. |
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If this flag is set then this portal is used for visibility culling.
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If this flag is set then this portal will do space warping. You can use this to implement mirrors or other weird portal effects. Don't set this flag directly. Use SetWarp() instead. It is safe to disable and query this flag though. |
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If this flag is set then this portal will do a Z-fill after rendering the contents. This is mainly useful for floating portals where it is possible that there is geometry in the same sector that will be rendered behind the portal (and does could accidently get written in the portal sector because the Z-buffer cannot be trusted). |
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Sort this priority back to front.
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Sort this priority front to back.
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Do not sort this priority.
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Light has changed attenuation.
Definition at line 54 of file objwatch.h. |
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Light has changed color.
Definition at line 46 of file objwatch.h. |
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Light has been destroyed.
Definition at line 40 of file objwatch.h. |
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Light has moved.
Definition at line 42 of file objwatch.h. |
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Light has changed radius.
Definition at line 44 of file objwatch.h. |
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Light has changed sector.
Definition at line 48 of file objwatch.h. |
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Movable has changed otherwise.
Definition at line 52 of file objwatch.h. |
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Movable has been destroyed.
Definition at line 50 of file objwatch.h. |
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No operation recorded yet.
Definition at line 38 of file objwatch.h. |
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