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 @@ ...@@ -9,10 +9,10 @@
namespace irr 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 enum E_CULLING_TYPE
{ {
EAC_OFF = 0, EAC_OFF = 0,
......
...@@ -7,11 +7,11 @@ ...@@ -7,11 +7,11 @@
namespace irr namespace irr
{ {
namespace scene namespace scene
{ {
//! An enumeration for all types of debug data for built-in scene nodes (flags) //! 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 ) //! No Debug Data ( Default )
EDS_OFF = 0, EDS_OFF = 0,
...@@ -28,7 +28,7 @@ namespace scene ...@@ -28,7 +28,7 @@ namespace scene
//! Overlays Mesh Wireframe //! Overlays Mesh Wireframe
EDS_MESH_WIRE_OVERLAY = 8, EDS_MESH_WIRE_OVERLAY = 8,
//! Temporary use transparency Material Type //! Temporary use transparency Material Type
EDS_HALF_TRANSPARENCY = 16, EDS_HALF_TRANSPARENCY = 16,
//! Show Bounding Boxes of all MeshBuffers //! Show Bounding Boxes of all MeshBuffers
......
...@@ -7,7 +7,7 @@ ...@@ -7,7 +7,7 @@
namespace irr namespace irr
{ {
namespace video namespace video
{ {
//! enumeration for querying features of the video driver. //! enumeration for querying features of the video driver.
......
...@@ -7,27 +7,28 @@ ...@@ -7,27 +7,28 @@
namespace irr namespace irr
{ {
namespace video namespace video
{ {
//! An enum for all types of drivers the Irrlicht Engine supports. //! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE 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 //! The null device is able to load textures, but does not render and display
//! any graphics. //! any graphics.
EDT_NULL, EDT_NULL,
//! The Irrlicht Engine Software renderer, runs on all platforms, //! The Irrlicht Engine Software renderer, runs on all platforms,
//! with every hardware. It should only be used for 2d graphics, //! with every hardware. It should only be used for 2d graphics,
//! but it can also perform some primitive 3d functions. These 3d drawing //! but it can also perform some primitive 3d functions. These 3d drawing
//! functions are quite fast, but very inaccurate, and don't even support //! functions are quite fast, but very inaccurate, and don't even support
//! clipping in 3D mode. //! clipping in 3D mode.
EDT_SOFTWARE, EDT_SOFTWARE,
//! The Burning's Software Renderer, an alternative software renderer for Irrlicht. //! 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 //! 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 //! 3D geometry perfectly: It is able to perform correct 3d clipping, perspective
//! correct texture mapping, perspective correct color mapping, and renders //! correct texture mapping, perspective correct color mapping, and renders
//! sub pixel correct, sub texel correct primitives. In addition, it does //! sub pixel correct, sub texel correct primitives. In addition, it does
//! bilinear texel filtering and supports more materials than the EDT_SOFTWARE driver. //! 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 //! This renderer has been written entirely by Thomas Alten, thanks a lot for this huge
...@@ -36,7 +37,7 @@ namespace video ...@@ -36,7 +37,7 @@ namespace video
//! Direct3D 8 device, only available on Win32 platforms. //! Direct3D 8 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives. //! Performs hardware accelerated rendering of 3D and 2D primitives.
EDT_DIRECT3D8, EDT_DIRECT3D8,
//! Direct3D 9 device, only available on Win32 platforms. //! Direct3D 9 device, only available on Win32 platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives. //! Performs hardware accelerated rendering of 3D and 2D primitives.
...@@ -44,7 +45,7 @@ namespace video ...@@ -44,7 +45,7 @@ namespace video
//! OpenGL device, available on most platforms. //! OpenGL device, available on most platforms.
//! Performs hardware accelerated rendering of 3D and 2D primitives. //! Performs hardware accelerated rendering of 3D and 2D primitives.
EDT_OPENGL EDT_OPENGL
}; };
} // end namespace video } // end namespace video
......
...@@ -10,7 +10,7 @@ namespace irr ...@@ -10,7 +10,7 @@ namespace irr
namespace gui namespace gui
{ {
//! List of all basic Irrlicht GUI elements. //! List of all basic Irrlicht GUI elements.
/** An IGUIElement returns this when calling IGUIElement::getType(); */ /** An IGUIElement returns this when calling IGUIElement::getType(); */
enum EGUI_ELEMENT_TYPE enum EGUI_ELEMENT_TYPE
{ {
...@@ -83,7 +83,7 @@ enum EGUI_ELEMENT_TYPE ...@@ -83,7 +83,7 @@ enum EGUI_ELEMENT_TYPE
//! Unknown type. //! Unknown type.
EGUIET_ELEMENT, 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. //! compile these enumeration values to 32 bit.
EGUIET_FORCE_32_BIT = 0x7fffffff 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 @@ ...@@ -7,10 +7,9 @@
namespace irr namespace irr
{ {
namespace scene namespace scene
{ {
//! An enumeration for all supported types of built-in mesh writers //! An enumeration for all supported types of built-in mesh writers
/** A scene mesh writers is represented by a four character code /** A scene mesh writers is represented by a four character code
such as 'irrm' or 'coll' instead of simple numbers, to avoid such as 'irrm' or 'coll' instead of simple numbers, to avoid
...@@ -41,7 +40,6 @@ namespace scene ...@@ -41,7 +40,6 @@ namespace scene
EMWF_WRITE_COMPRESSED = 0x2 EMWF_WRITE_COMPRESSED = 0x2
}; };
} // end namespace scene } // end namespace scene
} // end namespace irr } // end namespace irr
......
...@@ -25,7 +25,7 @@ enum EMESSAGE_BOX_FLAG ...@@ -25,7 +25,7 @@ enum EMESSAGE_BOX_FLAG
//! Flag for the no button //! Flag for the no button
EMBF_NO = 0x8, 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 EMBF_FORCE_32BIT = 0x7fffffff
}; };
......
...@@ -7,8 +7,9 @@ ...@@ -7,8 +7,9 @@
namespace irr namespace irr
{ {
namespace scene namespace scene
{ {
//! An enumeration for all types of built-in scene node animators //! An enumeration for all types of built-in scene node animators
enum ESCENE_NODE_ANIMATOR_TYPE enum ESCENE_NODE_ANIMATOR_TYPE
{ {
...@@ -39,7 +40,7 @@ namespace scene ...@@ -39,7 +40,7 @@ namespace scene
//! Unknown scene node animator //! Unknown scene node animator
ESNAT_UNKNOWN, 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. //! compile these enumeration values to 32 bit.
ESNAT_FORCE_32_BIT = 0x7fffffff ESNAT_FORCE_32_BIT = 0x7fffffff
}; };
......
...@@ -9,10 +9,11 @@ ...@@ -9,10 +9,11 @@
namespace irr 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 such as 'cube' or 'mesh' instead of simple numbers, to avoid
name clashes with external scene nodes.*/ name clashes with external scene nodes.*/
enum ESCENE_NODE_TYPE enum ESCENE_NODE_TYPE
......
...@@ -9,6 +9,7 @@ namespace irr ...@@ -9,6 +9,7 @@ namespace irr
{ {
namespace scene namespace scene
{ {
//! enumeration for patch sizes specifying the size of patches in the TerrainSceneNode //! enumeration for patch sizes specifying the size of patches in the TerrainSceneNode
enum E_TERRAIN_PATCH_SIZE enum E_TERRAIN_PATCH_SIZE
{ {
......
...@@ -100,7 +100,7 @@ define out. */ ...@@ -100,7 +100,7 @@ define out. */
//! to remove the dependencies such that Irrlicht will compile on those systems, too. //! to remove the dependencies such that Irrlicht will compile on those systems, too.
#if defined(_IRR_LINUX_PLATFORM_) #if defined(_IRR_LINUX_PLATFORM_)
#define _IRR_LINUX_X11_VIDMODE_ #define _IRR_LINUX_X11_VIDMODE_
#define _IRR_LINUX_X11_RANDR_ //#define _IRR_LINUX_X11_RANDR_
#endif #endif
//! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI //! Define _IRR_COMPILE_WITH_GUI_ to compile the engine with the built-in GUI
......
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