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authorcutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-01-03 19:05:16 +0000
committercutealien <cutealien@dfc29bdd-3216-0410-991c-e03cc46cb475>2020-01-03 19:05:16 +0000
commit2ae2a551a6290f46734307bbfdafea4b1a2cf2ba (patch)
treeba2f0b468640e44899fed3df2d4cc58795f4a003 /include/SceneParameters.h
downloadirrlicht-2ae2a551a6290f46734307bbfdafea4b1a2cf2ba.tar.xz
Merging r5975 through r6036 from trunk to ogl-es branch.
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
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+// 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_SCENE_PARAMETERS_H_INCLUDED__
+#define __I_SCENE_PARAMETERS_H_INCLUDED__
+
+/*! \file SceneParameters.h
+ \brief Header file containing all scene parameters for modifying mesh loading etc.
+
+ This file includes all parameter names which can be set using ISceneManager::getParameters()
+ to modify the behavior of plugins and mesh loaders.
+*/
+
+namespace irr
+{
+namespace scene
+{
+ //! Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials
+ /** The default behavior in Irrlicht is to disable writing to the
+ z-buffer for all really transparent, i.e. blending materials. This
+ avoids problems with intersecting faces, but can also break renderings.
+ If transparent materials should use the SMaterial flag for ZWriteEnable
+ just as other material types use this attribute.
+ Use it like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
+ \endcode
+ **/
+ const c8* const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent";
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** Was used for changing the texture path of the built-in csm loader like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath";
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** Was used for changing the texture path of the built-in lmts loader like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath";
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** Was used for changing the texture path of the built-in MY3D loader like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath";
+
+ //! Name of the parameter specifying the COLLADA mesh loading mode
+ /**
+ Specifies if the COLLADA loader should create instances of the models, lights and
+ cameras when loading COLLADA meshes. By default, this is set to false. If this is
+ set to true, the ISceneManager::getMesh() method will only return a pointer to a
+ dummy mesh and create instances of all meshes and lights and cameras in the collada
+ file by itself. Example:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
+ \endcode
+ */
+ const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances";
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** This path is prefixed to the file names defined in the Deled file when loading
+ textures. This allows to alter the paths for a specific project setting.
+ Use it like this:
+ \code
+ SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath";
+
+ //! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
+ /** If this parameter is set to true, the texture directory defined in the Deled file
+ is ignored, and only the texture name is used to find the proper file. Otherwise, the
+ texture path is also used, which allows to use a nicer media layout.
+ Use it like this:
+ \code
+ //this way you won't use this setting (default)
+ SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
+ \endcode
+ \code
+ //this way you'll use this setting
+ SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);
+ \endcode
+ **/
+ const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir";
+
+ //! Name of the parameter for setting reference value of alpha in transparent materials.
+ /** Use it like this:
+ \code
+ //this way you'll set alpha ref to 0.1
+ SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);
+ \endcode
+ **/
+ const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef";
+
+ //! Name of the parameter for choose to flip or not tga files.
+ /** Use it like this:
+ \code
+ //this way you'll choose to flip alpha textures
+ SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);
+ \endcode
+ **/
+ const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha";
+
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** Was used for changing the texture path of the built-in obj loader like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath";
+
+ //! Flag to avoid loading group structures in .obj files
+ /** Use it like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
+ \endcode
+ **/
+ const c8* const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups";
+
+
+ //! Flag to avoid loading material .mtl file for .obj files
+ /** Use it like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
+ \endcode
+ **/
+ const c8* const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles";
+
+
+ //! Flag to ignore the b3d file's mipmapping flag
+ /** Instead Irrlicht's texture creation flag is used. Use it like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);
+ \endcode
+ **/
+ const c8* const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag";
+
+ //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
+ /** Was used for changing the texture path of the built-in b3d loader like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures");
+ \endcode
+ **/
+ const c8* const B3D_TEXTURE_PATH = "B3D_TexturePath";
+
+ //! Flag set as parameter when the scene manager is used as editor
+ /** In this way special animators like deletion animators can be stopped from
+ deleting scene nodes for example */
+ const c8* const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor";
+
+ //! Name of the parameter for setting the length of debug normals.
+ /** Use it like this:
+ \code
+ SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);
+ \endcode
+ **/
+ const c8* const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length";
+
+ //! Name of the parameter for setting the color of debug normals.
+ /** Use it like this:
+ \code
+ SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));
+ \endcode
+ **/
+ const c8* const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color";
+
+
+} // end namespace scene
+} // end namespace irr
+
+#endif
+