CrystalSpace

Public API Reference

csMeshOnTexture Class Reference

This class manages the rendering of a mesh on a texture. More...

#include <cstool/procmesh.h>

List of all members.

Public Member Functions

 csMeshOnTexture (iObjectRegistry *object_reg)
 Construct a csMeshOnTexture object.
bool DoRender (iTextureHandle *handle, bool persistent=false, int color=-1)
 Do the actual rendering.
csViewGetView () const
 Get the view that is represented by this mesh on texture instance.
void PrepareRender (iTextureHandle *handle)
 Prepare rendering on a texture.
bool Render (iMeshWrapper *mesh, iTextureHandle *handle, bool persistent=false, int color=-1)
 Render a mesh on a texture.
void ScaleCamera (iMeshWrapper *mesh, float distance)
 Look at a given mesh at a given distance.
void ScaleCamera (iMeshWrapper *mesh, int txtw, int txth)
 With the view camera transformation set at a certain spot in space, this function will try to move the camera as close as possible so that as much of the object is visible at the same time in the given texture resolution.
virtual ~csMeshOnTexture ()
 Destruct.

Detailed Description

This class manages the rendering of a mesh on a texture.

Definition at line 38 of file procmesh.h.


Constructor & Destructor Documentation

csMeshOnTexture::csMeshOnTexture ( iObjectRegistry object_reg  ) 

Construct a csMeshOnTexture object.

This will also create a private view that will be used to render the object with.

virtual csMeshOnTexture::~csMeshOnTexture (  )  [virtual]

Destruct.


Member Function Documentation

bool csMeshOnTexture::DoRender ( iTextureHandle handle,
bool  persistent = false,
int  color = -1 
)

Do the actual rendering.

To use this you must first call PrepareRender() and then set up filter for one or more meshes (using view->GetMeshFilter().AddFilterMesh()). Finally the sector of the camera in the view must be set correctly.

csView* csMeshOnTexture::GetView (  )  const [inline]

Get the view that is represented by this mesh on texture instance.

This can be used to setup the camera that you want to use here.

Definition at line 66 of file procmesh.h.

void csMeshOnTexture::PrepareRender ( iTextureHandle handle  ) 

Prepare rendering on a texture.

This should be called first and is useful if you want to filter out multiple meshes at the same time. It sets up the internal view and clears the filter.

bool csMeshOnTexture::Render ( iMeshWrapper mesh,
iTextureHandle handle,
bool  persistent = false,
int  color = -1 
)

Render a mesh on a texture.

Returns false on failure. Error will have been reported on the reporter.

If 'persistent' is true then the current contents of the texture will be copied on screen before drawing occurs (in the first call to BeginDraw). Otherwise it is assumed that you fully render the texture.

void csMeshOnTexture::ScaleCamera ( iMeshWrapper mesh,
float  distance 
)

Look at a given mesh at a given distance.

The relative orientation to the mesh remains unchanged.

void csMeshOnTexture::ScaleCamera ( iMeshWrapper mesh,
int  txtw,
int  txth 
)

With the view camera transformation set at a certain spot in space, this function will try to move the camera as close as possible so that as much of the object is visible at the same time in the given texture resolution.


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

Generated for Crystal Space 2.1 by doxygen 1.6.1