CrystalSpace

Public API Reference

iGeneralMeshCommonState Struct Reference
[Mesh plugins]

The common interface between genmesh meshes and factories. More...

#include <imesh/genmesh.h>

Inheritance diagram for iGeneralMeshCommonState:

List of all members.

Public Member Functions

virtual bool IsLighting () const =0
 Is lighting enabled.
virtual bool IsManualColors () const =0
 Are manual colors enabled?
virtual bool IsShadowCasting () const =0
 Is shadow casting enabled?
virtual bool IsShadowReceiving () const =0
 Is shadow receiving enabled?
virtual void SetLighting (bool l)=0
 Set lighting.
virtual void SetManualColors (bool m)=0
 Set manual colors.
virtual void SetShadowCasting (bool m)=0
 Set shadowing.
virtual void SetShadowReceiving (bool m)=0
 Set shadow receiving on.
Custom render buffers

virtual bool AddRenderBuffer (const char *name, iRenderBuffer *buffer)=0
 Adds an independently named render buffer.
virtual bool RemoveRenderBuffer (const char *name)=0
 Removes an independently named render buffer.
virtual int GetRenderBufferCount () const =0
 Get number of independent render buffers.
virtual iRenderBufferGetRenderBuffer (int index)=0
 Get independent render buffer by index.
virtual csRef< iStringGetRenderBufferName (int index) const =0
 Get the name of an independent render buffer by index.
virtual iRenderBufferGetRenderBuffer (const char *name)=0
 Get independent render buffer by name.
virtual bool AddRenderBuffer (csRenderBufferName name, iRenderBuffer *buffer)=0
 Adds an independently named render buffer.
virtual bool RemoveRenderBuffer (csRenderBufferName name)=0
 Removes an independently named render buffer.
virtual iRenderBufferGetRenderBuffer (csRenderBufferName name)=0
 Get independent render buffer by name.

Detailed Description

The common interface between genmesh meshes and factories.

This interface is usually not used alone. Generally one uses iGeneralMeshState or iGeneralFactoryState.

Definition at line 97 of file genmesh.h.


Member Function Documentation

virtual bool iGeneralMeshCommonState::AddRenderBuffer ( const char *  name,
iRenderBuffer buffer 
) [pure virtual]

Adds an independently named render buffer.

virtual bool iGeneralMeshCommonState::AddRenderBuffer ( csRenderBufferName  name,
iRenderBuffer buffer 
) [pure virtual]

Adds an independently named render buffer.

virtual iRenderBuffer* iGeneralMeshCommonState::GetRenderBuffer ( csRenderBufferName  name  )  [pure virtual]

Get independent render buffer by name.

virtual iRenderBuffer* iGeneralMeshCommonState::GetRenderBuffer ( int  index  )  [pure virtual]

Get independent render buffer by index.

virtual iRenderBuffer* iGeneralMeshCommonState::GetRenderBuffer ( const char *  name  )  [pure virtual]

Get independent render buffer by name.

virtual int iGeneralMeshCommonState::GetRenderBufferCount (  )  const [pure virtual]

Get number of independent render buffers.

virtual csRef<iString> iGeneralMeshCommonState::GetRenderBufferName ( int  index  )  const [pure virtual]

Get the name of an independent render buffer by index.

virtual bool iGeneralMeshCommonState::IsLighting (  )  const [pure virtual]

Is lighting enabled.

virtual bool iGeneralMeshCommonState::IsManualColors (  )  const [pure virtual]

Are manual colors enabled?

virtual bool iGeneralMeshCommonState::IsShadowCasting (  )  const [pure virtual]

Is shadow casting enabled?

virtual bool iGeneralMeshCommonState::IsShadowReceiving (  )  const [pure virtual]

Is shadow receiving enabled?

virtual bool iGeneralMeshCommonState::RemoveRenderBuffer ( csRenderBufferName  name  )  [pure virtual]

Removes an independently named render buffer.

virtual bool iGeneralMeshCommonState::RemoveRenderBuffer ( const char *  name  )  [pure virtual]

Removes an independently named render buffer.

virtual void iGeneralMeshCommonState::SetLighting ( bool  l  )  [pure virtual]

Set lighting.

virtual void iGeneralMeshCommonState::SetManualColors ( bool  m  )  [pure virtual]

Set manual colors.

If this is set then lighting will be ignored and so will the color set with SetColor(). In this case you can manipulate the color array manually by calling GetColors().

virtual void iGeneralMeshCommonState::SetShadowCasting ( bool  m  )  [pure virtual]

Set shadowing.

By default genmesh objects will cast shadows (during the static lighting phase). You can disable this here.

virtual void iGeneralMeshCommonState::SetShadowReceiving ( bool  m  )  [pure virtual]

Set shadow receiving on.

By default this is disabled in which case the genmesh object will receive all lighting information dynamically but without shadows. If this is enabled then the lighting system resembles more the lighting system with things which static and pseudo-dynamic lighting. In this case there will be shadows on the genmesh instance.


The documentation for this struct was generated from the following file:

Generated for Crystal Space 1.4.1 by doxygen 1.7.1