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This section describes how to do animation for meshes and how they can get lit by surrounding lights.
Not all meshes support animation. All particle systems and 3D sprites have animation.
The engine is smart enough to only animate mesh objects that are actually visible on screen.
Almost all meshes support lighting. Mesh things are treated
specially as they have support for lightmaps and dynamic lighting using
dynamic lightmaps. So this discussion is not for them. But for all other
meshes the system below applies. Note that for many meshes lighting can
be disabled (usually by calling
SetLighting(false) on the
state of the mesh object).
Note that objects that don't use lightmaps are normally updated automatically
whenever needed. The engine will track when lights are added, removed, or
changed (i.e. moving or color change), and the engine will track when the
object itself moves. There is one case where this can fail and that's when
a light affects an object indirectly through some portal and the object
containing the portal changes (i.e. moves or otherwise). In this case the
engine will not notice the lighting change on the mesh. If you suffer from
this rare case then you can force the set of lights to be recalculated
all the time (when the object is visible) by using
iMeshWrapper::SetLightingUpdate() and setting the
CS_LIGHTINGUPDATE_ALWAYSUPDATE flag. Note that using the same function
you can also control the maximum number of lights that can affect your
mesh (default is 8).
The include files useful for this section are:
#include <iengine/mesh.h> #include <iengine/engine.h>
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