Classes |
struct | irr::scene::quake3::IShader |
| A Parsed Shader Holding Variables ordered in Groups. More...
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class | irr::scene::quake3::IShaderManager |
| Manages various Quake3 Shader Styles. More...
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struct | irr::scene::quake3::Noiser |
struct | irr::scene::quake3::Q3LevelLoadParameter |
struct | irr::scene::quake3::SBlendFunc |
| A blend function for a q3 shader. More...
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struct | irr::scene::quake3::SModifierFunction |
struct | irr::scene::quake3::SVarGroup |
struct | irr::scene::quake3::SVarGroupList |
| holding a group a variable More...
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struct | irr::scene::quake3::SVariable |
Namespaces |
namespace | irr |
| Everything in the Irrlicht Engine can be found in this namespace.
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namespace | irr::scene |
| All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
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namespace | irr::scene::quake3 |
Typedefs |
typedef IShader | irr::scene::quake3::IEntity |
typedef core::array< IEntity > | irr::scene::quake3::tQ3EntityList |
typedef core::array
< core::stringc > | irr::scene::quake3::tStringList |
typedef core::array
< video::ITexture * > | irr::scene::quake3::tTexArray |
Enumerations |
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
} |
Functions |
core::stringc & | irr::scene::quake3::dumpShader (core::stringc &dest, const IShader *shader, bool entity=false) |
void | irr::scene::quake3::dumpVarGroup (core::stringc &dest, const SVarGroup *group, s32 stack) |
f32 | irr::scene::quake3::getAsFloat (const core::stringc &string, u32 &pos) |
void | irr::scene::quake3::getAsStringList (tStringList &list, s32 max, const core::stringc &string, u32 &startPos) |
core::vector3df | irr::scene::quake3::getAsVector3df (const core::stringc &string, u32 &pos) |
| get a quake3 vector translated to irrlicht position (x,-z,y )
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bool | irr::scene::quake3::getCullingFunction (const core::stringc &cull) |
u8 | irr::scene::quake3::getDepthFunction (const core::stringc &string) |
core::vector3df | irr::scene::quake3::getMD3Normal (u32 i, u32 j) |
void | irr::scene::quake3::getModifierFunc (SModifierFunction &fill, const core::stringc &string, u32 &pos) |
void | irr::scene::quake3::getTextures (tTexArray &textures, const core::stringc &name, u32 &startPos, io::IFileSystem *fileSystem, video::IVideoDriver *driver) |
s16 | irr::scene::quake3::isEqual (const core::stringc &string, u32 &pos, const c8 *list[], u16 listSize) |