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<title>Crystal Space 1.2.1: Visibility (Crystal Space 1.2.1 Public API Reference)</title>
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  <td class="head"><h2>Public API Reference</h2></td>
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<h1>Visibility<br>
<small>
[<a class="el" href="group__engine3d.html">Crystal Space 3D Engine</a>]</small>
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<tr><td colspan="2"><br><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsFrustumContext.html">csFrustumContext</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This structure keeps track of the current frustum context.  <a href="classcsFrustumContext.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiFrustumView.html">iFrustumView</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This structure represents all information needed for the frustum visibility calculator.  <a href="structiFrustumView.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiFrustumViewUserdata.html">iFrustumViewUserdata</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">User data which can be attached to <a class="el" href="structiFrustumView.html" title="This structure represents all information needed for the frustum visibility calculator...">iFrustumView</a>.  <a href="structiFrustumViewUserdata.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVisibilityCuller.html">iVisibilityCuller</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface represents a visibility culling system.  <a href="structiVisibilityCuller.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVisibilityCullerListener.html">iVisibilityCullerListener</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Implement this interface when you want to get notified about visible objects detected by the visibility cullers.  <a href="structiVisibilityCullerListener.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVisibilityObject.html">iVisibilityObject</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An object that wants to know if it is visible or not for some visibility culler needs to implement this interface.  <a href="structiVisibilityObject.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVisibilityObjectIterator.html">iVisibilityObjectIterator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Iterator to iterate over some visibility objects.  <a href="structiVisibilityObjectIterator.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>GetCullerFlags() flags</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">#define&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__vis.html#gf9eaf6c105d2c8abc6ed0068e8a64657">CS_CULLER_HINT_BADOCCLUDER</a>&nbsp;&nbsp;&nbsp;8</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is a bad occluder.  <a href="#gf9eaf6c105d2c8abc6ed0068e8a64657"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">#define&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__vis.html#g39aedbb767403fb92218c04880bea2a6">CS_CULLER_HINT_GOODOCCLUDER</a>&nbsp;&nbsp;&nbsp;4</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is a good occluder.  <a href="#g39aedbb767403fb92218c04880bea2a6"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Typedefs</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef void(&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__engine3d__vis.html#g7e3d6c29ca07c48d012ccf67a62492aa">csFrustumViewObjectFunc</a> )(<a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *mesh, <a class="el" href="structiFrustumView.html">iFrustumView</a> *lview, bool vis)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Function that will be called for every visited object (during CastShadows() procedure from the visibility culler).  <a href="#g7e3d6c29ca07c48d012ccf67a62492aa"></a><br></td></tr>
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<hr><h2>Define Documentation</h2>
<a class="anchor" name="gf9eaf6c105d2c8abc6ed0068e8a64657"></a><!-- doxytag: member="viscull.h::CS_CULLER_HINT_BADOCCLUDER" ref="gf9eaf6c105d2c8abc6ed0068e8a64657" args="" -->
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          <td class="memname">#define CS_CULLER_HINT_BADOCCLUDER&nbsp;&nbsp;&nbsp;8          </td>
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This is a bad occluder. 
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With this hint you say that this object is almost certainly a bad occluder. 
<p>Definition at line <a class="el" href="viscull_8h-source.html#l00235">235</a> of file <a class="el" href="viscull_8h-source.html">viscull.h</a>.</p>

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<a class="anchor" name="g39aedbb767403fb92218c04880bea2a6"></a><!-- doxytag: member="viscull.h::CS_CULLER_HINT_GOODOCCLUDER" ref="g39aedbb767403fb92218c04880bea2a6" args="" -->
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          <td class="memname">#define CS_CULLER_HINT_GOODOCCLUDER&nbsp;&nbsp;&nbsp;4          </td>
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This is a good occluder. 
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With this hint you say that this object is a good occluder. The culler can still ignore this hint of course. 
<p>Definition at line <a class="el" href="viscull_8h-source.html#l00229">229</a> of file <a class="el" href="viscull_8h-source.html">viscull.h</a>.</p>

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<hr><h2>Typedef Documentation</h2>
<a class="anchor" name="g7e3d6c29ca07c48d012ccf67a62492aa"></a><!-- doxytag: member="fview.h::csFrustumViewObjectFunc" ref="g7e3d6c29ca07c48d012ccf67a62492aa" args=")(iMeshWrapper *mesh, iFrustumView *lview, bool vis)" -->
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          <td class="memname">typedef void( <a class="el" href="group__engine3d__vis.html#g7e3d6c29ca07c48d012ccf67a62492aa">csFrustumViewObjectFunc</a>)(<a class="el" href="structiMeshWrapper.html">iMeshWrapper</a> *mesh, <a class="el" href="structiFrustumView.html">iFrustumView</a> *lview, bool vis)          </td>
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<p>
Function that will be called for every visited object (during CastShadows() procedure from the visibility culler). 
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<p>Definition at line <a class="el" href="fview_8h-source.html#l00057">57</a> of file <a class="el" href="fview_8h-source.html">fview.h</a>.</p>

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