Commit 63f28cf5 authored by hybrid's avatar hybrid

Moved material enums into separate files. Disabled randr again, was accidentially activated.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@984 dfc29bdd-3216-0410-991c-e03cc46cb475
parent df946a1c
......@@ -9,10 +9,10 @@
namespace irr
{
namespace scene
namespace scene
{
//! An enumeration for all types of automatic culling for built-in scene nodes
//! An enumeration for all types of automatic culling for built-in scene nodes
enum E_CULLING_TYPE
{
EAC_OFF = 0,
......
......@@ -7,11 +7,11 @@
namespace irr
{
namespace scene
namespace scene
{
//! An enumeration for all types of debug data for built-in scene nodes (flags)
enum E_DEBUG_SCENE_TYPE
enum E_DEBUG_SCENE_TYPE
{
//! No Debug Data ( Default )
EDS_OFF = 0,
......@@ -28,7 +28,7 @@ namespace scene
//! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8,
//! Temporary use transparency Material Type
//! Temporary use transparency Material Type
EDS_HALF_TRANSPARENCY = 16,
//! Show Bounding Boxes of all MeshBuffers
......
......@@ -7,7 +7,7 @@
namespace irr
{
namespace video
namespace video
{
//! enumeration for querying features of the video driver.
......
......@@ -7,27 +7,28 @@
namespace irr
{
namespace video
namespace video
{
//! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE
{
//! Null device, useful for applications to run the engine without visualisation.
//! Null device, useful for applications to run the engine without visualisation.
//! The null device is able to load textures, but does not render and display
//! any graphics.
EDT_NULL,
EDT_NULL,
//! The Irrlicht Engine Software renderer, runs on all platforms,
//! with every hardware. It should only be used for 2d graphics,
//! but it can also perform some primitive 3d functions. These 3d drawing
//! functions are quite fast, but very inaccurate, and don't even support
//! with every hardware. It should only be used for 2d graphics,
//! but it can also perform some primitive 3d functions. These 3d drawing
//! functions are quite fast, but very inaccurate, and don't even support
//! clipping in 3D mode.
EDT_SOFTWARE,
EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software renderer for Irrlicht.
//! Basically it can be described as the Irrlicht Software renderer on steroids. It rasterizes
//! 3D geometry perfectly: It is able to perform correct 3d clipping, perspective
//! correct texture mapping, perspective correct color mapping, and renders
//! 3D geometry perfectly: It is able to perform correct 3d clipping, perspective
//! correct texture mapping, perspective correct color mapping, and renders
//! sub pixel correct, sub texel correct primitives. In addition, it does
//! bilinear texel filtering and supports more materials than the EDT_SOFTWARE driver.
//! This renderer has been written entirely by Thomas Alten, thanks a lot for this huge
......@@ -36,7 +37,7 @@ namespace video
//! Direct3D 8 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives.
EDT_DIRECT3D8,
EDT_DIRECT3D8,
//! Direct3D 9 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives.
......@@ -44,7 +45,7 @@ namespace video
//! OpenGL device, available on most platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives.
EDT_OPENGL
EDT_OPENGL
};
} // end namespace video
......
......@@ -10,7 +10,7 @@ namespace irr
namespace gui
{
//! List of all basic Irrlicht GUI elements.
//! List of all basic Irrlicht GUI elements.
/** An IGUIElement returns this when calling IGUIElement::getType(); */
enum EGUI_ELEMENT_TYPE
{
......@@ -83,7 +83,7 @@ enum EGUI_ELEMENT_TYPE
//! Unknown type.
EGUIET_ELEMENT,
//! This enum is never used, it only forces the compiler to
//! This enum is never used, it only forces the compiler to
//! compile these enumeration values to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff
......
// Copyright (C) 2002-2007 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __E_MATERIAL_FLAGS_H_INCLUDED__
#define __E_MATERIAL_FLAGS_H_INCLUDED__
namespace irr
{
namespace video
{
//! Material flags
enum E_MATERIAL_FLAG
{
//! Draw as wireframe or filled triangles? Default: false
EMF_WIREFRAME = 0,
//! Draw as point cloud or filled triangles? Default: false
EMF_POINTCLOUD,
//! Flat or Gouraud shading? Default: true
EMF_GOURAUD_SHADING,
//! Will this material be lighted? Default: true
EMF_LIGHTING,
//! Is the ZBuffer enabled? Default: true
EMF_ZBUFFER,
//! May be written to the zbuffer or is it readonly. Default: true
//! This flag is ignored, if the material type is a transparent type.
EMF_ZWRITE_ENABLE,
//! Is backfaceculling enabled? Default: true
EMF_BACK_FACE_CULLING,
//! Is bilinear filtering enabled? Default: true
EMF_BILINEAR_FILTER,
//! Is trilinear filtering enabled? Default: false
//! If the trilinear filter flag is enabled,
//! the bilinear filtering flag is ignored.
EMF_TRILINEAR_FILTER,
//! Is anisotropic filtering? Default: false
//! In Irrlicht you can use anisotropic texture filtering in
//! conjunction with bilinear or trilinear texture filtering
//! to improve rendering results. Primitives will look less
//! blurry with this flag switched on.
EMF_ANISOTROPIC_FILTER,
//! Is fog enabled? Default: false
EMF_FOG_ENABLE,
//! Normalizes normals.You can enable this if you need
//! to scale a dynamic lighted model. Usually, its normals will get scaled
//! too then and it will get darker. If you enable the EMF_NORMALIZE_NORMALS flag,
//! the normals will be normalized again, and the model will look as bright as it should.
EMF_NORMALIZE_NORMALS,
//! Access to all layers texture wrap settings. Overwrites separate layer settings.
EMF_TEXTURE_WRAP,
//! This is not a flag, but a value indicating how much flags there are.
EMF_MATERIAL_FLAG_COUNT
};
} // end namespace video
} // end namespace irr
#endif // __E_MATERIAL_FLAGS_H_INCLUDED__
This diff is collapsed.
......@@ -7,10 +7,9 @@
namespace irr
{
namespace scene
namespace scene
{
//! An enumeration for all supported types of built-in mesh writers
/** A scene mesh writers is represented by a four character code
such as 'irrm' or 'coll' instead of simple numbers, to avoid
......@@ -41,7 +40,6 @@ namespace scene
EMWF_WRITE_COMPRESSED = 0x2
};
} // end namespace scene
} // end namespace irr
......
......@@ -25,7 +25,7 @@ enum EMESSAGE_BOX_FLAG
//! Flag for the no button
EMBF_NO = 0x8,
//! This value is not used. It only forces this enumeration to compile in 32 bit.
//! This value is not used. It only forces this enumeration to compile in 32 bit.
EMBF_FORCE_32BIT = 0x7fffffff
};
......
......@@ -7,8 +7,9 @@
namespace irr
{
namespace scene
namespace scene
{
//! An enumeration for all types of built-in scene node animators
enum ESCENE_NODE_ANIMATOR_TYPE
{
......@@ -39,7 +40,7 @@ namespace scene
//! Unknown scene node animator
ESNAT_UNKNOWN,
//! This enum is never used, it only forces the compiler to
//! This enum is never used, it only forces the compiler to
//! compile these enumeration values to 32 bit.
ESNAT_FORCE_32_BIT = 0x7fffffff
};
......
......@@ -9,10 +9,11 @@
namespace irr
{
namespace scene
namespace scene
{
//! An enumeration for all types of built-in scene nodes
/** A scene node type is represented by a four character code
//! An enumeration for all types of built-in scene nodes
/** A scene node type is represented by a four character code
such as 'cube' or 'mesh' instead of simple numbers, to avoid
name clashes with external scene nodes.*/
enum ESCENE_NODE_TYPE
......
......@@ -9,6 +9,7 @@ namespace irr
{
namespace scene
{
//! enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
enum E_TERRAIN_PATCH_SIZE
{
......
......@@ -100,7 +100,7 @@ define out. */
//! to remove the dependencies such that Irrlicht will compile on those systems, too.
#if defined(_IRR_LINUX_PLATFORM_)
#define _IRR_LINUX_X11_VIDMODE_
#define _IRR_LINUX_X11_RANDR_
//#define _IRR_LINUX_X11_RANDR_
#endif
//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
......
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