Commit c8182987 authored by hybrid's avatar hybrid

Save some more bits and update comments to proper enum usage.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2398 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 274c52d5
...@@ -259,7 +259,7 @@ namespace video ...@@ -259,7 +259,7 @@ namespace video
//! Value affecting the size of specular highlights. //! Value affecting the size of specular highlights.
/** A value of 20 is common. If set to 0, no specular /** A value of 20 is common. If set to 0, no specular
highlights are being used. To activate, simply set the highlights are being used. To activate, simply set the
shininess of a material to a value other than 0: shininess of a material to a value in the range [0.5;128]:
\code \code
sceneNode->getMaterial(0).Shininess = 20.0f; sceneNode->getMaterial(0).Shininess = 20.0f;
\endcode \endcode
...@@ -300,13 +300,14 @@ namespace video ...@@ -300,13 +300,14 @@ namespace video
//! Thickness of non-3dimensional elements such as lines and points. //! Thickness of non-3dimensional elements such as lines and points.
f32 Thickness; f32 Thickness;
//! Is the ZBuffer enabled? Default: 1 //! Is the ZBuffer enabled? Default: ECFN_LESSEQUAL
/** Changed from bool to integer /** Values are from E_COMPARISON_FUNC. */
(0 == ZBuffer Off, 1 == ZBuffer LessEqual, 2 == ZBuffer Equal)
*/
u8 ZBuffer; u8 ZBuffer;
//! Sets the antialiasing mode //! Sets the antialiasing mode
/** Values are chosen from E_ANTI_ALIASING_MODE. Default is
EAAM_SIMPLE|EAAM_LINE_SMOOTH, i.e. simple multi-sample
anti-aliasing and lime smoothing is enabled. */
u8 AntiAliasing; u8 AntiAliasing;
//! Defines the enabled color planes //! Defines the enabled color planes
...@@ -314,7 +315,7 @@ namespace video ...@@ -314,7 +315,7 @@ namespace video
Only enabled color planes will be rendered to the current render Only enabled color planes will be rendered to the current render
target. Typical use is to disable all colors when rendering only to target. Typical use is to disable all colors when rendering only to
depth or stencil buffer, or using Red and Green for Stereo rendering. */ depth or stencil buffer, or using Red and Green for Stereo rendering. */
u8 ColorMask; u8 ColorMask:4;
//! Defines the interpretation of vertex color in the lighting equation //! Defines the interpretation of vertex color in the lighting equation
/** Values should be chosen from E_COLOR_MATERIAL. /** Values should be chosen from E_COLOR_MATERIAL.
...@@ -322,7 +323,7 @@ namespace video ...@@ -322,7 +323,7 @@ namespace video
material values for light modulation. This allows to easily change e.g. the material values for light modulation. This allows to easily change e.g. the
diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in diffuse light behavior of each face. The default, ECM_DIFFUSE, will result in
a very similar rendering as with lighting turned off, just with light shading. */ a very similar rendering as with lighting turned off, just with light shading. */
u8 ColorMaterial; u8 ColorMaterial:3;
//! Draw as wireframe or filled triangles? Default: false //! Draw as wireframe or filled triangles? Default: false
/** The user can access a material flag using /** The user can access a material flag using
...@@ -340,8 +341,9 @@ namespace video ...@@ -340,8 +341,9 @@ namespace video
bool Lighting:1; bool Lighting:1;
//! Is the zbuffer writeable or is it read-only. Default: true. //! Is the zbuffer writeable or is it read-only. Default: true.
/** This flag is ignored if the MaterialType is a transparent /** This flag is forced to false if the MaterialType is a
type. */ transparent type and the scene parameter
ALLOW_ZWRITE_ON_TRANSPARENT is not set. */
bool ZWriteEnable:1; bool ZWriteEnable:1;
//! Is backface culling enabled? Default: true //! Is backface culling enabled? Default: true
...@@ -353,7 +355,8 @@ namespace video ...@@ -353,7 +355,8 @@ namespace video
//! Is fog enabled? Default: false //! Is fog enabled? Default: false
bool FogEnable:1; bool FogEnable:1;
//! Should normals be normalized? Default: false //! Should normals be normalized?
/** Always use this if the mesh lit and scaled. Default: false */
bool NormalizeNormals:1; bool NormalizeNormals:1;
//! Gets the texture transformation matrix for level i //! Gets the texture transformation matrix for level i
......
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