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Classes | |
| class | IGPUProgrammingServices |
| Interface making it possible to create and use programs running on the GPU. More... | |
| class | IImage |
| Interface for software image data. More... | |
| class | IImageLoader |
| Class which is able to create a image from a file. More... | |
| class | IImageWriter |
| Interface for writing software image data. More... | |
| class | IMaterialRenderer |
| Interface for material rendering. More... | |
| class | IMaterialRendererServices |
| Interface providing some methods for changing advanced, internal states of a IVideoDriver. More... | |
| class | IShaderConstantSetCallBack |
| Interface making it possible to set constants for gpu programs every frame. More... | |
| class | ITexture |
| Interface of a Video Driver dependent Texture. More... | |
| class | IVideoDriver |
| Interface to driver which is able to perform 2d and 3d graphics functions. More... | |
| class | IVideoModeList |
| A list of all available video modes. More... | |
| struct | S3DVertex |
| standard vertex used by the Irrlicht engine. More... | |
| struct | S3DVertex2TCoords |
| Vertex with two texture coordinates. More... | |
| struct | S3DVertexTangents |
| Vertex with a tangent and binormal vector. More... | |
| class | SColor |
| Class representing a 32 bit ARGB color. More... | |
| class | SColorf |
| Class representing a color with four floats. More... | |
| class | SColorHSL |
| Class representing a color in HSV format. More... | |
| struct | SExposedVideoData |
| structure for holding data describing a driver and operating system specific data. More... | |
| struct | SLight |
| structure for holding data describing a dynamic point light. More... | |
| class | SMaterial |
| Struct for holding parameters for a material renderer. More... | |
| class | SMaterialLayer |
| Struct for holding material parameters which exist per texture layer. More... | |
Enumerations | |
| enum | E_BLEND_FACTOR { EBF_ZERO = 0, EBF_ONE, EBF_DST_COLOR, EBF_ONE_MINUS_DST_COLOR, EBF_SRC_COLOR, EBF_ONE_MINUS_SRC_COLOR, EBF_SRC_ALPHA, EBF_ONE_MINUS_SRC_ALPHA, EBF_DST_ALPHA, EBF_ONE_MINUS_DST_ALPHA, EBF_SRC_ALPHA_SATURATE } |
| Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor. More... | |
| enum | E_DRIVER_TYPE { EDT_NULL, EDT_SOFTWARE, EDT_BURNINGSVIDEO, EDT_DIRECT3D8, EDT_DIRECT3D9, EDT_OPENGL } |
| An enum for all types of drivers the Irrlicht Engine supports. More... | |
| enum | E_INDEX_TYPE { EIT_16BIT = 0, EIT_32BIT } |
| enum | E_LIGHT_TYPE { ELT_POINT, ELT_SPOT, ELT_DIRECTIONAL } |
| Enumeration for different types of lights. More... | |
| enum | E_LOST_RESSOURCE { ELR_DEVICE = 1, ELR_TEXTURES = 2, ELR_RTTS = 4, ELR_HW_BUFFERS = 8 } |
| enum | E_MATERIAL_FLAG { EMF_WIREFRAME = 0, EMF_POINTCLOUD, EMF_GOURAUD_SHADING, EMF_LIGHTING, EMF_ZBUFFER, EMF_ZWRITE_ENABLE, EMF_BACK_FACE_CULLING, EMF_FRONT_FACE_CULLING, EMF_BILINEAR_FILTER, EMF_TRILINEAR_FILTER, EMF_ANISOTROPIC_FILTER, EMF_FOG_ENABLE, EMF_NORMALIZE_NORMALS, EMF_TEXTURE_WRAP, EMF_MATERIAL_FLAG_COUNT } |
| Material flags. More... | |
| enum | E_MATERIAL_TYPE { EMT_SOLID = 0, EMT_SOLID_2_LAYER, EMT_LIGHTMAP, EMT_LIGHTMAP_ADD, EMT_LIGHTMAP_M2, EMT_LIGHTMAP_M4, EMT_LIGHTMAP_LIGHTING, EMT_LIGHTMAP_LIGHTING_M2, EMT_LIGHTMAP_LIGHTING_M4, EMT_DETAIL_MAP, EMT_SPHERE_MAP, EMT_REFLECTION_2_LAYER, EMT_TRANSPARENT_ADD_COLOR, EMT_TRANSPARENT_ALPHA_CHANNEL, EMT_TRANSPARENT_ALPHA_CHANNEL_REF, EMT_TRANSPARENT_VERTEX_ALPHA, EMT_TRANSPARENT_REFLECTION_2_LAYER, EMT_NORMAL_MAP_SOLID, EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR, EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA, EMT_PARALLAX_MAP_SOLID, EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA, EMT_ONETEXTURE_BLEND, EMT_FORCE_32BIT = 0x7fffffff } |
| Abstracted and easy to use fixed function/programmable pipeline material modes. More... | |
| enum | E_MODULATE_FUNC { EMFN_MODULATE_1X = 1, EMFN_MODULATE_2X = 2, EMFN_MODULATE_4X = 4 } |
| MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X. More... | |
| enum | E_PIXEL_SHADER_TYPE { EPST_PS_1_1 = 0, EPST_PS_1_2, EPST_PS_1_3, EPST_PS_1_4, EPST_PS_2_0, EPST_PS_2_a, EPST_PS_2_b, EPST_PS_3_0, EPST_COUNT } |
| Compile target enumeration for the addHighLevelShaderMaterial() method. More... | |
| enum | E_TEXTURE_CLAMP { ETC_REPEAT = 0, ETC_CLAMP, ETC_CLAMP_TO_EDGE, ETC_CLAMP_TO_BORDER, ETC_MIRROR } |
| Texture coord clamp mode outside [0.0, 1.0]. More... | |
| enum | E_TEXTURE_CREATION_FLAG { ETCF_ALWAYS_16_BIT = 0x00000001, ETCF_ALWAYS_32_BIT = 0x00000002, ETCF_OPTIMIZED_FOR_QUALITY = 0x00000004, ETCF_OPTIMIZED_FOR_SPEED = 0x00000008, ETCF_CREATE_MIP_MAPS = 0x00000010, ETCF_NO_ALPHA_CHANNEL = 0x00000020, ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff } |
| enum | E_TRANSFORMATION_STATE { ETS_VIEW = 0, ETS_WORLD, ETS_PROJECTION, ETS_TEXTURE_0, ETS_TEXTURE_1, ETS_TEXTURE_2, ETS_TEXTURE_3, ETS_COUNT } |
| enumeration for geometry transformation states More... | |
| enum | E_VERTEX_SHADER_TYPE { EVST_VS_1_1 = 0, EVST_VS_2_0, EVST_VS_2_a, EVST_VS_3_0, EVST_COUNT } |
| Compile target enumeration for the addHighLevelShaderMaterial() method. More... | |
| enum | E_VERTEX_TYPE { EVT_STANDARD = 0, EVT_2TCOORDS, EVT_TANGENTS } |
| Enumeration for all vertex types there are. More... | |
| enum | E_VIDEO_DRIVER_FEATURE { EVDF_RENDER_TO_TARGET = 0, EVDF_HARDWARE_TL, EVDF_MULTITEXTURE, EVDF_BILINEAR_FILTER, EVDF_MIP_MAP, EVDF_MIP_MAP_AUTO_UPDATE, EVDF_STENCIL_BUFFER, EVDF_VERTEX_SHADER_1_1, EVDF_VERTEX_SHADER_2_0, EVDF_VERTEX_SHADER_3_0, EVDF_PIXEL_SHADER_1_1, EVDF_PIXEL_SHADER_1_2, EVDF_PIXEL_SHADER_1_3, EVDF_PIXEL_SHADER_1_4, EVDF_PIXEL_SHADER_2_0, EVDF_PIXEL_SHADER_3_0, EVDF_ARB_VERTEX_PROGRAM_1, EVDF_ARB_FRAGMENT_PROGRAM_1, EVDF_ARB_GLSL, EVDF_HLSL, EVDF_TEXTURE_NSQUARE, EVDF_TEXTURE_NPOT, EVDF_FRAMEBUFFER_OBJECT, EVDF_VERTEX_BUFFER_OBJECT, EVDF_COUNT } |
| enumeration for querying features of the video driver. More... | |
| enum | ECOLOR_FORMAT { ECF_A1R5G5B5 = 0, ECF_R5G6B5, ECF_R8G8B8, ECF_A8R8G8B8 } |
| An enum for the color format of textures used by the Irrlicht Engine. More... | |
Functions | |
| u32 | A1R5G5B5toA8R8G8B8 (u16 color) |
| Convert A8R8G8B8 Color from A1R5G5B5 color. | |
| u16 | A1R5G5B5toR5G6B5 (u16 color) |
| Returns R5G6B5 Color from A1R5G5B5 color. | |
| u16 | A8R8G8B8toA1R5G5B5 (u32 color) |
| Converts a 32bit (A8R8G8B8) color to a 16bit A1R5G5B5 color. | |
| u16 | A8R8G8B8toR5G6B5 (u32 color) |
| Converts a 32bit (A8R8G8B8) color to a 16bit R5G6B5 color. | |
| u32 | getAlpha (u16 color) |
| Returns the alpha component from A1R5G5B5 color. | |
| s32 | getAverage (s16 color) |
| Returns the average from a 16 bit A1R5G5B5 color. | |
| u32 | getBlue (u16 color) |
| Returns the blue component from A1R5G5B5 color. | |
| u32 | getGreen (u16 color) |
| Returns the green component from A1R5G5B5 color. | |
| u32 | getRed (u16 color) |
| Returns the red component from A1R5G5B5 color. | |
| E_TEXTURE_CREATION_FLAG | getTextureFormatFromFlags (u32 flags) |
| u32 | getVertexPitchFromType (E_VERTEX_TYPE vertexType) |
| f32 | pack_texureBlendFunc (const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact, const E_MODULATE_FUNC modulate) |
| EMT_ONETEXTURE_BLEND: pack srcFact & dstFact and Modulo to MaterialTypeParam. | |
| u16 | R5G6B5toA1R5G5B5 (u16 color) |
| Returns A1R5G5B5 Color from R5G6B5 color. | |
| u32 | R5G6B5toA8R8G8B8 (u16 color) |
| Returns A8R8G8B8 Color from R5G6B5 color. | |
| u16 | RGB16 (u32 r, u32 g, u32 b) |
| Creates a 16 bit A1R5G5B5 color. | |
| u16 | RGB16from16 (u16 r, u16 g, u16 b) |
| Creates a 16bit A1R5G5B5 color, based on 16bit input values. | |
| u16 | RGBA16 (u32 r, u32 g, u32 b, u32 a=0xFF) |
| Creates a 16 bit A1R5G5B5 color. | |
| void | unpack_texureBlendFunc (E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact, E_MODULATE_FUNC &modulo, const f32 param) |
| EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam. | |
| u16 | X8R8G8B8toA1R5G5B5 (u32 color) |
| Converts a 32bit (X8R8G8B8) color to a 16bit A1R5G5B5 color. | |
Variables | |
| const c8 *const | LightTypeNames [] |
| Names for light types. | |
| const u32 | MATERIAL_MAX_TEXTURES = 4 |
| Maximum number of texture an SMaterial can have. | |
| const c8 *const | PIXEL_SHADER_TYPE_NAMES [] |
| Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry. | |
| const char *const | sBuiltInMaterialTypeNames [] |
| Array holding the built in material type names. | |
| const char *const | sBuiltInVertexTypeNames [] |
| Array holding the built in vertex type names. | |
| const c8 *const | VERTEX_SHADER_TYPE_NAMES [] |
| Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry. | |
Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor.
Definition at line 22 of file SMaterial.h.
An enum for all types of drivers the Irrlicht Engine supports.
Definition at line 14 of file EDriverTypes.h.
Enumeration for different types of lights.
Definition at line 68 of file IVideoDriver.h.
Material flags.
Definition at line 14 of file EMaterialFlags.h.
Abstracted and easy to use fixed function/programmable pipeline material modes.
| EMT_SOLID | Standard solid material. Only first texture is used, which is supposed to be the diffuse material. |
| EMT_SOLID_2_LAYER | Solid material with 2 texture layers. The second is blended onto the first using the alpha value of the vertex colors. This material is currently not implemented in OpenGL. |
| EMT_LIGHTMAP | Material type with standard lightmap technique: There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. |
| EMT_LIGHTMAP_ADD | Material type with lightmap technique like EMT_LIGHTMAP. But lightmap and diffuse texture are added instead of modulated. |
| EMT_LIGHTMAP_M2 | Material type with standard lightmap technique: There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplied by 2 for brightening. Like known in DirectX as D3DTOP_MODULATE2X. |
| EMT_LIGHTMAP_M4 | Material type with standard lightmap technique: There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplyied by 4 for brightening. Like known in DirectX as D3DTOP_MODULATE4X. |
| EMT_LIGHTMAP_LIGHTING | Like EMT_LIGHTMAP, but also supports dynamic lighting. |
| EMT_LIGHTMAP_LIGHTING_M2 | Like EMT_LIGHTMAP_M2, but also supports dynamic lighting. |
| EMT_LIGHTMAP_LIGHTING_M4 | Like EMT_LIGHTMAP_4, but also supports dynamic lighting. |
| EMT_DETAIL_MAP | Detail mapped material. The first texture is diffuse color map, the second is added to this and usually displayed with a bigger scale value so that it adds more detail. The detail map is added to the diffuse map using ADD_SIGNED, so that it is possible to add and substract color from the diffuse map. For example a value of (127,127,127) will not change the appearance of the diffuse map at all. Often used for terrain rendering. |
| EMT_SPHERE_MAP | Makes the material look like it was reflection the environment around it. To make this possible, a texture called 'sphere map' is used, which must be set as the first texture. |
| EMT_REFLECTION_2_LAYER | A reflecting material with an optional additional non reflecting texture layer. The reflection map should be set as first texture. |
| EMT_TRANSPARENT_ADD_COLOR | A transparent material. Only the first texture is used. The new color is calculated by simply adding the source color and the dest color. This means if for example a billboard using a texture with black background and a red circle on it is drawn with this material, the result is that only the red circle will be drawn a little bit transparent, and everything which was black is 100% transparent and not visible. This material type is useful for particle effects. |
| EMT_TRANSPARENT_ALPHA_CHANNEL | Makes the material transparent based on the texture alpha channel. The final color is blended together from the destination color and the texture color, using the alpha channel value as blend factor. Only first texture is used. If you are using this material with small textures, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam. If set to 0, the alpha ref gets its default value which is 0.5f and means that pixels with an alpha value >127 will be written, others not. In other, simple words: this value controls how sharp the edges become when going from a transparent to a solid spot on the texture. |
| EMT_TRANSPARENT_ALPHA_CHANNEL_REF | Makes the material transparent based on the texture alpha channel. If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. This material does not use alpha blending and is a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing stuff like leafes of plants, because the borders are not blurry but sharp. Only first texture is used. If you are using this material with small textures and 3d object, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). |
| EMT_TRANSPARENT_VERTEX_ALPHA | Makes the material transparent based on the vertex alpha value. |
| EMT_TRANSPARENT_REFLECTION_2_LAYER | A transparent reflecting material with an optional additional non reflecting texture layer. The reflection map should be set as first texture. The transparency depends on the alpha value in the vertex colors. A texture which will not reflect can be set as second texture. Please note that this material type is currently not 100% implemented in OpenGL. |
| EMT_NORMAL_MAP_SOLID | A solid normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen. |
| EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR | A transparent normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen. |
| EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA | A transparent (based on the vertex alpha value) normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen. |
| EMT_PARALLAX_MAP_SOLID | Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping too, which looks a lot more realistic. This only works when the hardware supports at least vertex shader 1.1 and pixel shader 1.4. First texture is the color map, the second should be the normal map. The normal map texture should contain the height value in the alpha component. The IVideoDriver::makeNormalMapTexture() method writes this value automatically when creating normal maps from a heightmap when using a 32 bit texture. The height scale of the material (affecting the bumpiness) is being controlled by the SMaterial::MaterialTypeParam member. If set to zero, the default value (0.02f) will be applied. Otherwise the value set in SMaterial::MaterialTypeParam is taken. This value depends on with which scale the texture is mapped on the material. Too high or low values of MaterialTypeParam can result in strange artifacts. |
| EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR | A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using EMT_TRANSPARENT_ADD_COLOR as base material. |
| EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA | A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using EMT_TRANSPARENT_VERTEX_ALPHA as base material. |
| EMT_ONETEXTURE_BLEND | BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC ) Using only first texture. Generic blending method. |
| EMT_FORCE_32BIT | This value is not used. It only forces this enumeration to compile in 32 bit. |
Definition at line 14 of file EMaterialTypes.h.
MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X.
Definition at line 38 of file SMaterial.h.
Compile target enumeration for the addHighLevelShaderMaterial() method.
| EPST_PS_1_1 | |
| EPST_PS_1_2 | |
| EPST_PS_1_3 | |
| EPST_PS_1_4 | |
| EPST_PS_2_0 | |
| EPST_PS_2_a | |
| EPST_PS_2_b | |
| EPST_PS_3_0 | |
| EPST_COUNT | This is not a type, but a value indicating how much types there are. |
Definition at line 46 of file IGPUProgrammingServices.h.
Texture coord clamp mode outside [0.0, 1.0].
Definition at line 18 of file SMaterialLayer.h.
Enumeration flags telling the video driver in which format textures should be created.
Definition at line 23 of file ITexture.h.
enumeration for geometry transformation states
Definition at line 48 of file IVideoDriver.h.
Compile target enumeration for the addHighLevelShaderMaterial() method.
| EVST_VS_1_1 | |
| EVST_VS_2_0 | |
| EVST_VS_2_a | |
| EVST_VS_3_0 | |
| EVST_COUNT | This is not a type, but a value indicating how much types there are. |
Definition at line 26 of file IGPUProgrammingServices.h.
Enumeration for all vertex types there are.
| EVT_STANDARD | Standard vertex type used by the Irrlicht engine, video::S3DVertex. |
| EVT_2TCOORDS |
Vertex with two texture coordinates, video::S3DVertex2TCoords.
Usually used for geometry with lightmaps or other special materials. |
| EVT_TANGENTS |
Vertex with a tangent and binormal vector, video::S3DVertexTangents.
Usually used for tangent space normal mapping. |
Definition at line 18 of file S3DVertex.h.
enumeration for querying features of the video driver.
Definition at line 14 of file EDriverFeatures.h.
An enum for the color format of textures used by the Irrlicht Engine.
A color format specifies how color information is stored.
| ECF_A1R5G5B5 |
16 bit color format used by the software driver.
It is thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information. |
| ECF_R5G6B5 | Standard 16 bit color format. |
| ECF_R8G8B8 | 24 bit color, no alpha channel, but 8 bit for red, green and blue. |
| ECF_A8R8G8B8 | Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha. |
| u32 irr::video::A1R5G5B5toA8R8G8B8 | ( | u16 | color | ) | [inline] |
| u16 irr::video::A1R5G5B5toR5G6B5 | ( | u16 | color | ) | [inline] |
| u16 irr::video::A8R8G8B8toA1R5G5B5 | ( | u32 | color | ) | [inline] |
Converts a 32bit (A8R8G8B8) color to a 16bit A1R5G5B5 color.
Definition at line 53 of file SColor.h.
Referenced by irr::video::SColor::toA1R5G5B5().
| u16 irr::video::A8R8G8B8toR5G6B5 | ( | u32 | color | ) | [inline] |
| u32 irr::video::getAlpha | ( | u16 | color | ) | [inline] |
| s32 irr::video::getAverage | ( | s16 | color | ) | [inline] |
Returns the average from a 16 bit A1R5G5B5 color.
Definition at line 142 of file SColor.h.
References getBlue(), getGreen(), and getRed().
| u32 irr::video::getBlue | ( | u16 | color | ) | [inline] |
Returns the blue component from A1R5G5B5 color.
Shift left by 3 to get 8 bit value.
Definition at line 135 of file SColor.h.
Referenced by getAverage().
| u32 irr::video::getGreen | ( | u16 | color | ) | [inline] |
Returns the green component from A1R5G5B5 color.
Shift left by 3 to get 8 bit value.
Definition at line 127 of file SColor.h.
Referenced by getAverage().
| u32 irr::video::getRed | ( | u16 | color | ) | [inline] |
Returns the red component from A1R5G5B5 color.
Shift left by 3 to get 8 bit value.
Definition at line 119 of file SColor.h.
Referenced by getAverage().
| E_TEXTURE_CREATION_FLAG irr::video::getTextureFormatFromFlags | ( | u32 | flags | ) | [inline] |
Helper function, helps to get the desired texture creation format from the flags. Returns either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED.
Definition at line 74 of file ITexture.h.
References ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, and ETCF_OPTIMIZED_FOR_SPEED.
| u32 irr::video::getVertexPitchFromType | ( | E_VERTEX_TYPE | vertexType | ) | [inline] |
| f32 irr::video::pack_texureBlendFunc | ( | const E_BLEND_FACTOR | srcFact, | |
| const E_BLEND_FACTOR | dstFact, | |||
| const E_MODULATE_FUNC | modulate | |||
| ) | [inline] |
EMT_ONETEXTURE_BLEND: pack srcFact & dstFact and Modulo to MaterialTypeParam.
Definition at line 46 of file SMaterial.h.
| u16 irr::video::R5G6B5toA1R5G5B5 | ( | u16 | color | ) | [inline] |
| u32 irr::video::R5G6B5toA8R8G8B8 | ( | u16 | color | ) | [inline] |
| u16 irr::video::RGB16 | ( | u32 | r, | |
| u32 | g, | |||
| u32 | b | |||
| ) | [inline] |
| u16 irr::video::RGB16from16 | ( | u16 | r, | |
| u16 | g, | |||
| u16 | b | |||
| ) | [inline] |
| u16 irr::video::RGBA16 | ( | u32 | r, | |
| u32 | g, | |||
| u32 | b, | |||
| u32 | a = 0xFF | |||
| ) | [inline] |
| void irr::video::unpack_texureBlendFunc | ( | E_BLEND_FACTOR & | srcFact, | |
| E_BLEND_FACTOR & | dstFact, | |||
| E_MODULATE_FUNC & | modulo, | |||
| const f32 | param | |||
| ) | [inline] |
EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam.
Definition at line 52 of file SMaterial.h.
| u16 irr::video::X8R8G8B8toA1R5G5B5 | ( | u32 | color | ) | [inline] |
| const c8* const irr::video::LightTypeNames[] |
| const u32 irr::video::MATERIAL_MAX_TEXTURES = 4 |
Maximum number of texture an SMaterial can have.
Definition at line 62 of file SMaterial.h.
Referenced by irr::video::SMaterial::getTexture(), irr::video::SMaterial::getTextureMatrix(), irr::video::SMaterial::operator!=(), irr::video::SMaterial::operator=(), irr::video::SMaterial::setFlag(), irr::scene::ISceneNode::setMaterialTexture(), irr::video::SMaterial::setTexture(), irr::video::SMaterial::setTextureMatrix(), and irr::video::SMaterial::SMaterial().
| const c8* const irr::video::PIXEL_SHADER_TYPE_NAMES[] |
Initial value:
{
"ps_1_1",
"ps_1_2",
"ps_1_3",
"ps_1_4",
"ps_2_0",
"ps_2_a",
"ps_2_b",
"ps_3_0",
0 }
Definition at line 62 of file IGPUProgrammingServices.h.
| const char* const irr::video::sBuiltInMaterialTypeNames[] |
Initial value:
{
"solid",
"solid_2layer",
"lightmap",
"lightmap_add",
"lightmap_m2",
"lightmap_m4",
"lightmap_light",
"lightmap_light_m2",
"lightmap_light_m4",
"detail_map",
"sphere_map",
"reflection_2layer",
"trans_add",
"trans_alphach",
"trans_alphach_ref",
"trans_vertex_alpha",
"trans_reflection_2layer",
"normalmap_solid",
"normalmap_trans_add",
"normalmap_trans_vertexalpha",
"parallaxmap_solid",
"parallaxmap_trans_add",
"parallaxmap_trans_vertexalpha",
"onetexture_blend",
0
}
Definition at line 209 of file EMaterialTypes.h.
| const char* const irr::video::sBuiltInVertexTypeNames[] |
Initial value:
{
"standard",
"2tcoords",
"tangents",
0
}
Definition at line 33 of file S3DVertex.h.
| const c8* const irr::video::VERTEX_SHADER_TYPE_NAMES[] |
Initial value:
{
"vs_1_1",
"vs_2_0",
"vs_2_a",
"vs_3_0",
0 }
Definition at line 38 of file IGPUProgrammingServices.h.
| The Irrlicht
Engine Documentation © 2003-2008 by Nikolaus Gebhardt. Generated
on Sun Dec 14 08:04:57 2008 by Doxygen
(1.5.6) |