Crystal Space 3D Engine
Modules | |
Lighting | |
Mesh support | |
Textures & Materials | |
Views & Cameras | |
Visibility | |
Classes | |
struct | iImposter |
iImposter defines the interface a mesh (or other) class must implement to be used as imposter mesh by the 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 | 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 | iMovableListener |
Implement this class if you're interested in hearing about movable changes. More... | |
struct | iPortal |
This is the interface to the Portal objects. 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 | iPortalCallback |
When a sector is missing this callback will be called. More... | |
struct | iPortalContainer |
A container for portals. More... | |
struct | iPortalContainer |
A container for portals. More... | |
struct | iRegion |
A region. More... | |
struct | iRegion |
A region. More... | |
struct | iRegionList |
A list of region objects. More... | |
struct | iRegionList |
A list of region objects. 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 | iSectorCallback |
Set a callback which is called when this sector is traversed. More... | |
struct | iSectorIterator |
An iterator to iterate over sectors. More... | |
struct | iSectorIterator |
An iterator to iterate over sectors. More... | |
struct | iSectorList |
A list of sectors. More... | |
struct | iSectorList |
A list of sectors. More... | |
struct | iSectorMeshCallback |
Set a callback which is called when a mesh is added or removed from this sector. More... | |
struct | iSectorMeshCallback |
Set a callback which is called when a mesh is added or removed from this sector. More... | |
struct | iSharedVariable |
iSharedVariable implements a refcounted value which can be shared across many objects and updated efficiently. 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 | iSharedVariableList |
A list of shared variables. More... | |
struct | iSharedVariableListener |
A listener so that you can get notified when a variable is changed. More... | |
struct | iSharedVariableListener |
A listener so that you can get notified when a variable is changed. More... | |
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_COLLDET 0x00000080 |
If this flag is set then this portal is used for collision detection. | |
#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_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_VISCULL 0x00000100 |
If this flag is set then this portal is used for visibility culling. | |
#define | CS_PORTAL_WARP 0x00000008 |
If this flag is set then this portal will do space warping. | |
#define | CS_PORTAL_ZFILL 0x00000004 |
If this flag is set then this portal will do a Z-fill after rendering the contents. |
Define Documentation
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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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