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enum | irr::scene::quake3::eQ3MeshIndex {
irr::scene::quake3::E_Q3_MESH_GEOMETRY = 0
, irr::scene::quake3::E_Q3_MESH_ITEMS
, irr::scene::quake3::E_Q3_MESH_BILLBOARD
, irr::scene::quake3::E_Q3_MESH_FOG
,
irr::scene::quake3::E_Q3_MESH_UNRESOLVED
, irr::scene::quake3::E_Q3_MESH_SIZE
} |
| Hold the different Mesh Types used for getMesh. More...
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enum | irr::scene::quake3::eQ3ModifierFunction {
irr::scene::quake3::TCMOD = 0
, irr::scene::quake3::DEFORMVERTEXES = 1
, irr::scene::quake3::RGBGEN = 2
, irr::scene::quake3::TCGEN = 3
,
irr::scene::quake3::MAP = 4
, irr::scene::quake3::ALPHAGEN = 5
, irr::scene::quake3::FUNCTION2 = 0x10
, irr::scene::quake3::SCROLL = FUNCTION2 + 1
,
irr::scene::quake3::SCALE = FUNCTION2 + 2
, irr::scene::quake3::ROTATE = FUNCTION2 + 3
, irr::scene::quake3::STRETCH = FUNCTION2 + 4
, irr::scene::quake3::TURBULENCE = FUNCTION2 + 5
,
irr::scene::quake3::WAVE = FUNCTION2 + 6
, irr::scene::quake3::IDENTITY = FUNCTION2 + 7
, irr::scene::quake3::VERTEX = FUNCTION2 + 8
, irr::scene::quake3::TEXTURE = FUNCTION2 + 9
,
irr::scene::quake3::LIGHTMAP = FUNCTION2 + 10
, irr::scene::quake3::ENVIRONMENT = FUNCTION2 + 11
, irr::scene::quake3::DOLLAR_LIGHTMAP = FUNCTION2 + 12
, irr::scene::quake3::BULGE = FUNCTION2 + 13
,
irr::scene::quake3::AUTOSPRITE = FUNCTION2 + 14
, irr::scene::quake3::AUTOSPRITE2 = FUNCTION2 + 15
, irr::scene::quake3::TRANSFORM = FUNCTION2 + 16
, irr::scene::quake3::EXACTVERTEX = FUNCTION2 + 17
,
irr::scene::quake3::CONSTANT = FUNCTION2 + 18
, irr::scene::quake3::LIGHTINGSPECULAR = FUNCTION2 + 19
, irr::scene::quake3::MOVE = FUNCTION2 + 20
, irr::scene::quake3::NORMAL = FUNCTION2 + 21
,
irr::scene::quake3::IDENTITYLIGHTING = FUNCTION2 + 22
, irr::scene::quake3::WAVE_MODIFIER_FUNCTION = 0x30
, irr::scene::quake3::SINUS = WAVE_MODIFIER_FUNCTION + 1
, irr::scene::quake3::COSINUS = WAVE_MODIFIER_FUNCTION + 2
,
irr::scene::quake3::SQUARE = WAVE_MODIFIER_FUNCTION + 3
, irr::scene::quake3::TRIANGLE = WAVE_MODIFIER_FUNCTION + 4
, irr::scene::quake3::SAWTOOTH = WAVE_MODIFIER_FUNCTION + 5
, irr::scene::quake3::SAWTOOTH_INVERSE = WAVE_MODIFIER_FUNCTION + 6
,
irr::scene::quake3::NOISE = WAVE_MODIFIER_FUNCTION + 7
, irr::scene::quake3::UNKNOWN = -2
} |
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core::stringc & | irr::scene::quake3::dumpShader (core::stringc &dest, const IShader *shader, bool entity=false) |
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void | irr::scene::quake3::dumpVarGroup (core::stringc &dest, const SVarGroup *group, s32 stack) |
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f32 | irr::scene::quake3::getAsFloat (const core::stringc &string, u32 &pos) |
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void | irr::scene::quake3::getAsStringList (tStringList &list, s32 max, const core::stringc &string, u32 &startPos) |
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core::vector3df | irr::scene::quake3::getAsVector3df (const core::stringc &string, u32 &pos) |
| get a quake3 vector translated to irrlicht position (x,-z,y ) More...
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bool | irr::scene::quake3::getCullingFunction (const core::stringc &cull) |
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u8 | irr::scene::quake3::getDepthFunction (const core::stringc &string) |
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core::vector3df | irr::scene::quake3::getMD3Normal (u32 i, u32 j) |
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void | irr::scene::quake3::getModifierFunc (SModifierFunction &fill, const core::stringc &string, u32 &pos) |
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void | irr::scene::quake3::getTextures (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver) |
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s16 | irr::scene::quake3::isEqual (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize) |
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