diff options
Diffstat (limited to 'include/IMeshSceneNode.h')
-rw-r--r-- | include/IMeshSceneNode.h | 26 |
1 files changed, 0 insertions, 26 deletions
diff --git a/include/IMeshSceneNode.h b/include/IMeshSceneNode.h index 03c5c52..d4f6fff 100644 --- a/include/IMeshSceneNode.h +++ b/include/IMeshSceneNode.h @@ -12,7 +12,6 @@ namespace irr namespace scene
{
-class IShadowVolumeSceneNode;
class IMesh;
@@ -38,31 +37,6 @@ public: /** \return Pointer to mesh which is displayed by this node. */
virtual IMesh* getMesh(void) = 0;
- /** The shadow can be rendered using the ZPass or the zfail
- method. ZPass is a little bit faster because the shadow volume
- creation is easier, but with this method there occur ugly
- looking artifacts when the camera is inside the shadow volume.
- These error do not occur with the ZFail method, but it can
- have trouble with clipping to the far-plane (it usually works
- well in OpenGL and fails with other drivers).
- \param shadowMesh: Optional custom mesh for shadow volume.
- \param id: Id of the shadow scene node. This id can be used to
- identify the node later.
- \param zfailmethod: If set to true, the shadow will use the
- zfail method, if not, zpass is used.
- \param infinity: Value used by the shadow volume algorithm to
- scale the shadow volume. For zfail shadow volumes on some drivers
- only suppport finite shadows, so camera zfar must be larger than
- shadow back cap,which is depending on the infinity parameter).
- Infinity value also scales by the scaling factors of the model.
- If shadows don't show up with zfail then try reducing infinity.
- If shadows are cut-off then try increasing infinity.
- \return Pointer to the created shadow scene node. This pointer
- should not be dropped. See IReferenceCounted::drop() for more
- information. */
- virtual IShadowVolumeSceneNode* addShadowVolumeSceneNode(const IMesh* shadowMesh=0,
- s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f) = 0;
-
//! Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
/** In this way it is possible to change the materials of a mesh
causing all mesh scene nodes referencing this mesh to change, too.
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