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author | hecks <42101236+hecktest@users.noreply.github.com> | 2021-07-23 16:23:44 +0200 |
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committer | GitHub <noreply@github.com> | 2021-07-23 16:23:44 +0200 |
commit | 4ab3de3bab13c18bc0eed6bac565be3b80ebac10 (patch) | |
tree | 54274982be545669f28b2849f5f94aa1c37f39af /include/IShadowVolumeSceneNode.h | |
parent | dc2246dae75dda77d5a9be7f810930b5dd9b1ed8 (diff) | |
download | irrlicht-4ab3de3bab13c18bc0eed6bac565be3b80ebac10.tar.xz |
Delete lots of unused features (#48)
Diffstat (limited to 'include/IShadowVolumeSceneNode.h')
-rw-r--r-- | include/IShadowVolumeSceneNode.h | 65 |
1 files changed, 0 insertions, 65 deletions
diff --git a/include/IShadowVolumeSceneNode.h b/include/IShadowVolumeSceneNode.h deleted file mode 100644 index f19e6aa..0000000 --- a/include/IShadowVolumeSceneNode.h +++ /dev/null @@ -1,65 +0,0 @@ -// Copyright (C) 2002-2012 Nikolaus Gebhardt
-// This file is part of the "Irrlicht Engine".
-// For conditions of distribution and use, see copyright notice in irrlicht.h
-
-#ifndef __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
-#define __I_SHADOW_VOLUME_SCENE_NODE_H_INCLUDED__
-
-#include "ISceneNode.h"
-
-namespace irr
-{
-namespace scene
-{
- class IMesh;
-
- enum ESHADOWVOLUME_OPTIMIZATION
- {
- //! Create volumes around every triangle
- ESV_NONE,
-
- //! Create volumes only around the silhouette of the mesh
- /** This can reduce the number of volumes drastically,
- but will have an upfront-cost where it calculates adjacency of
- triangles. Also it will not work with all models. Basically
- if you see strange black shadow lines then you have a model
- for which it won't work.
- We get that information about adjacency by comparing the positions of
- all edges in the mesh (even if they are in different meshbuffers). */
- ESV_SILHOUETTE_BY_POS
- };
-
- //! Scene node for rendering a shadow volume into a stencil buffer.
- class IShadowVolumeSceneNode : public ISceneNode
- {
- public:
-
- //! constructor
- IShadowVolumeSceneNode(ISceneNode* parent, ISceneManager* mgr, s32 id)
- : ISceneNode(parent, mgr, id) {}
-
- //! Sets the mesh from which the shadow volume should be generated.
- /** To optimize shadow rendering, use a simpler mesh for shadows.
- */
- virtual void setShadowMesh(const IMesh* mesh) = 0;
-
- //! Updates the shadow volumes for current light positions.
- virtual void updateShadowVolumes() = 0;
-
- //! Set optimization used to create shadow volumes
- /** Default is ESV_SILHOUETTE_BY_POS. If the shadow
- looks bad then give ESV_NONE a try (which will be slower).
- Alternatively you can try to fix the model, it's often
- because it's not closed (aka if you'd put water in it then
- that would leak out). */
- virtual void setOptimization(ESHADOWVOLUME_OPTIMIZATION optimization) = 0;
-
- //! Get currently active optimization used to create shadow volumes
- virtual ESHADOWVOLUME_OPTIMIZATION getOptimization() const = 0;
- };
-
-} // end namespace scene
-} // end namespace irr
-
-#endif
-
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