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authorcutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-06-12 20:47:40 +0000
committercutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-06-12 20:47:40 +0000
commit562c0fb6f1898925cc5232bc40454f66417af6e4 (patch)
treeace88d9220d507579e7771f75f5ab1097f5edd34 /include/ISceneManager.h
parent20b3d56987ca7b7a9d7f27b0a32a93f12e8dc530 (diff)
downloadirrlicht-562c0fb6f1898925cc5232bc40454f66417af6e4.tar.xz
Merging r6107 through r6116 from trunk to ogl-es branch
Caught up with trunk again. Not yet tested beside compiling (quick test failed, but seems like nothing from the new changes). git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6117 dfc29bdd-3216-0410-991c-e03cc46cb475
Diffstat (limited to 'include/ISceneManager.h')
-rw-r--r--include/ISceneManager.h12
1 files changed, 10 insertions, 2 deletions
diff --git a/include/ISceneManager.h b/include/ISceneManager.h
index 29b4b87..65e81c3 100644
--- a/include/ISceneManager.h
+++ b/include/ISceneManager.h
@@ -52,7 +52,9 @@ namespace scene
{
//! Enumeration for render passes.
/** A parameter passed to the registerNodeForRendering() method of the ISceneManager,
- specifying when the node wants to be drawn in relation to the other nodes. */
+ specifying when the node wants to be drawn in relation to the other nodes.
+ Note: Despite the numbering this is not used as bit-field.
+ */
enum E_SCENE_NODE_RENDER_PASS
{
//! No pass currently active
@@ -92,7 +94,11 @@ namespace scene
ESNRP_TRANSPARENT_EFFECT =32,
//! Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes
- ESNRP_SHADOW =64
+ ESNRP_SHADOW =64,
+
+ //! Drawn after transparent effect nodes. For custom gui's. Unsorted (in order nodes registered themselves).
+ ESNRP_GUI = 128
+
};
class IAnimatedMesh;
@@ -1122,6 +1128,8 @@ namespace scene
\param pass: Specifies when the node wants to be drawn in relation to the other nodes.
For example, if the node is a shadow, it usually wants to be drawn after all other nodes
and will use ESNRP_SHADOW for this. See scene::E_SCENE_NODE_RENDER_PASS for details.
+ Note: This is _not_ a bitfield. If you want to register a note for several render passes, then
+ call this function once for each pass.
\return scene will be rendered ( passed culling ) */
virtual u32 registerNodeForRendering(ISceneNode* node,
E_SCENE_NODE_RENDER_PASS pass = ESNRP_AUTOMATIC) = 0;