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
......@@ -9,6 +9,7 @@ namespace irr
{
namespace video
{
//! An enum for all types of drivers the Irrlicht Engine supports.
enum E_DRIVER_TYPE
{
......
// 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.
......@@ -10,7 +10,6 @@ namespace irr
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
......
......@@ -9,6 +9,7 @@ namespace irr
{
namespace scene
{
//! An enumeration for all types of built-in scene node animators
enum ESCENE_NODE_ANIMATOR_TYPE
{
......
......@@ -11,6 +11,7 @@ namespace irr
{
namespace scene
{
//! 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
......
......@@ -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
......
This diff is collapsed.
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