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crystalspace-doc-1.2.1-5mdv2010.0.i586.rpm

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<h1>Mesh plugins<br>
<small>
[<a class="el" href="group__engine3d__meshes.html">Mesh support</a>]</small>
</h1><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structcsParticle.html">csParticle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Data representation of a single particle.  <a href="structcsParticle.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="structcsParticleAux.html">csParticleAux</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Auxiliary data per particle, not used as often.  <a href="structcsParticleAux.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="structcsParticleBuffer.html">csParticleBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Buffer holder for particle buffers.  <a href="structcsParticleBuffer.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="structcsPolygonRange.html">csPolygonRange</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A range structure for specifing polygon ranges.  <a href="structcsPolygonRange.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="structcsSprite2DVertex.html">csSprite2DVertex</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A single 2D Sprite vertex.  <a href="structcsSprite2DVertex.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="structcsSpriteCal3DActiveAnim.html">csSpriteCal3DActiveAnim</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiAnimTimeUpdateHandler.html">iAnimTimeUpdateHandler</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">By default, csSpriteCal3DMeshObject::Advance() updates the model's via CalModel::update() with the elapsed time since the last advancement.  <a href="structiAnimTimeUpdateHandler.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="structiBezierFactoryState.html">iBezierFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is the state interface to access the internals of a bezier mesh factory.  <a href="structiBezierFactoryState.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="structiBezierState.html">iBezierState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is the state interface to access the internals of a bezier mesh object.  <a href="structiBezierState.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="structiColoredVertices.html">iColoredVertices</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiCurve.html">iCurve</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is the interface for a curve.  <a href="structiCurve.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="structiGeneralFactoryState.html">iGeneralFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the general mesh factory.  <a href="structiGeneralFactoryState.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="structiGeneralMeshCommonState.html">iGeneralMeshCommonState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The common interface between genmesh meshes and factories.  <a href="structiGeneralMeshCommonState.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="structiGeneralMeshState.html">iGeneralMeshState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the general mesh object.  <a href="structiGeneralMeshState.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="structiGeneralMeshSubMesh.html">iGeneralMeshSubMesh</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiGenMeshAnimationControl.html">iGenMeshAnimationControl</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Implementing this class allows the creation of classes that control animation of vertex, texel, normal, and color data right before it is being used.  <a href="structiGenMeshAnimationControl.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="structiGenMeshAnimationControlFactory.html">iGenMeshAnimationControlFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This class is a factory for creating animation controls.  <a href="structiGenMeshAnimationControlFactory.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="structiGenMeshAnimationControlState.html">iGenMeshAnimationControlState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for setting up the animation control as implemented by the 'gmeshanim' plugin.  <a href="structiGenMeshAnimationControlState.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="structiGenMeshAnimationControlType.html">iGenMeshAnimationControlType</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This class is the animation control type.  <a href="structiGenMeshAnimationControlType.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="structiGenMeshSkeletonControlState.html">iGenMeshSkeletonControlState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for setting up the skeleton animation control as implemented by the 'gmeshskelanim' plugin.  <a href="structiGenMeshSkeletonControlState.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="structiHazeFactoryState.html">iHazeFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the sprite factory mesh object.  <a href="structiHazeFactoryState.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="structiHazeHull.html">iHazeHull</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A mesh specially meant for use by the haze.  <a href="structiHazeHull.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="structiHazeHullBox.html">iHazeHullBox</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A predefined hull.  <a href="structiHazeHullBox.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="structiHazeHullCone.html">iHazeHullCone</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A predefined hull.  <a href="structiHazeHullCone.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="structiHazeHullCreation.html">iHazeHullCreation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface is implemented by the haze factory in order to be able to create the predefined haze hulls.  <a href="structiHazeHullCreation.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="structiHazeState.html">iHazeState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the sprite factory mesh object.  <a href="structiHazeState.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="structiInstancingFactoryState.html">iInstancingFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the instancing mesh factory.  <a href="structiInstancingFactoryState.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="structiInstancingMeshCommonState.html">iInstancingMeshCommonState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The common interface between instancing meshes and factories.  <a href="structiInstancingMeshCommonState.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="structiInstancingMeshState.html">iInstancingMeshState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the instancing mesh object.  <a href="structiInstancingMeshState.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="structiLightingInfo.html">iLightingInfo</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface is implemented by mesh objects that have some kind of lighting system.  <a href="structiLightingInfo.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="structiLightningFactoryState.html">iLightningFactoryState</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiLightningState.html">iLightningState</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiMeshObject.html">iMeshObject</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is a general mesh object that the engine can interact with.  <a href="structiMeshObject.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="structiMeshObjectDrawCallback.html">iMeshObjectDrawCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set a callback which is called just before the object is drawn.  <a href="structiMeshObjectDrawCallback.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="structiMeshObjectFactory.html">iMeshObjectFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This object is a factory which can generate mesh objects of a certain type.  <a href="structiMeshObjectFactory.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="structiMeshObjectType.html">iMeshObjectType</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This plugin describes a specific type of mesh objects.  <a href="structiMeshObjectType.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="structiNullFactoryState.html">iNullFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the null mesh object factory.  <a href="structiNullFactoryState.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="structiNullMeshState.html">iNullMeshState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the null mesh object.  <a href="structiNullMeshState.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="structiParticle.html">iParticle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A <a class="el" href="structiParticle.html" title="A iParticle can be used in particle Systems.">iParticle</a> can be used in particle Systems.  <a href="structiParticle.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="structiParticleBuiltinEffectorFactory.html">iParticleBuiltinEffectorFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Factory for builtin effectors.  <a href="structiParticleBuiltinEffectorFactory.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="structiParticleBuiltinEffectorForce.html">iParticleBuiltinEffectorForce</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Simple force/acceleration applied to particles.  <a href="structiParticleBuiltinEffectorForce.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="structiParticleBuiltinEffectorLinColor.html">iParticleBuiltinEffectorLinColor</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Simple linear interpolation of particle color based on particle lifetime.  <a href="structiParticleBuiltinEffectorLinColor.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="structiParticleBuiltinEffectorVelocityField.html">iParticleBuiltinEffectorVelocityField</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Velocity field effector.  <a href="structiParticleBuiltinEffectorVelocityField.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="structiParticleBuiltinEmitterBase.html">iParticleBuiltinEmitterBase</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiParticleBuiltinEmitterBox.html">iParticleBuiltinEmitterBox</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiParticleBuiltinEmitterCone.html">iParticleBuiltinEmitterCone</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiParticleBuiltinEmitterCylinder.html">iParticleBuiltinEmitterCylinder</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiParticleBuiltinEmitterFactory.html">iParticleBuiltinEmitterFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Factory for builtin emitter-types.  <a href="structiParticleBuiltinEmitterFactory.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="structiParticleBuiltinEmitterSphere.html">iParticleBuiltinEmitterSphere</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiParticleEffector.html">iParticleEffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Base interface for particle effector.  <a href="structiParticleEffector.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="structiParticleEmitter.html">iParticleEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter.  <a href="structiParticleEmitter.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="structiParticleState.html">iParticleState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the particle mesh object.  <a href="structiParticleState.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="structiParticleSystem.html">iParticleSystem</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Properties for particle system object.  <a href="structiParticleSystem.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="structiParticleSystemBase.html">iParticleSystemBase</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Base properties for particle system.  <a href="structiParticleSystemBase.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="structiParticleSystemFactory.html">iParticleSystemFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Properties for particle system factory.  <a href="structiParticleSystemFactory.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="structiPolygonHandle.html">iPolygonHandle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is an interface that can be used to represent a polygon in situations where a SCF object is required.  <a href="structiPolygonHandle.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="structiProtoFactoryState.html">iProtoFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The proto mesh is a demonstration or tutorial mesh.  <a href="structiProtoFactoryState.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="structiProtoMeshState.html">iProtoMeshState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the proto mesh object.  <a href="structiProtoMeshState.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="structiSprite2DFactoryState.html">iSprite2DFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the sprite factory mesh object.  <a href="structiSprite2DFactoryState.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="structiSprite2DState.html">iSprite2DState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the sprite factory mesh object.  <a href="structiSprite2DState.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="structiSprite2DUVAnimation.html">iSprite2DUVAnimation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The animation works by having all frames of an animation sequence in a texture at different (u,v) locations, hence the name.  <a href="structiSprite2DUVAnimation.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="structiSprite2DUVAnimationFrame.html">iSprite2DUVAnimationFrame</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is a single frame in a UV animation.  <a href="structiSprite2DUVAnimationFrame.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="structiSprite3DFactoryState.html">iSprite3DFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the 3D sprite factory mesh object.  <a href="structiSprite3DFactoryState.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="structiSprite3DState.html">iSprite3DState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the 3D sprite mesh object.  <a href="structiSprite3DState.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="structiSpriteAction.html">iSpriteAction</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An action frameset for 3D sprite animation.  <a href="structiSpriteAction.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="structiSpriteCal3DFactoryState.html">iSpriteCal3DFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for the 3D sprite factory mesh object.  <a href="structiSpriteCal3DFactoryState.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="structiSpriteCal3DSocket.html">iSpriteCal3DSocket</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A socket for specifying where sprites can plug into other sprites.  <a href="structiSpriteCal3DSocket.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="structiSpriteCal3DState.html">iSpriteCal3DState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface describes the API for changing the Cal3D sprite mesh object's animations playing and other current traits.  <a href="structiSpriteCal3DState.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="structiSpriteFrame.html">iSpriteFrame</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A frame for 3D sprite animation.  <a href="structiSpriteFrame.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="structiSpriteSocket.html">iSpriteSocket</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A socket for specifying where sprites can plug into other sprites.  <a href="structiSpriteSocket.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="structiTerrainFactoryState.html">iTerrainFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Allows the setting of a set of generic terrain parameters outside any specific algorithm.  <a href="structiTerrainFactoryState.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="structiTerrainObjectState.html">iTerrainObjectState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This will override the settings for material in the parent.  <a href="structiTerrainObjectState.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="structiThingEnvironment.html">iThingEnvironment</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This interface is implemented by the iObjectType for things.  <a href="structiThingEnvironment.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="structiThingFactoryState.html">iThingFactoryState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is the state interface to access the internals of a thing mesh factory.  <a href="structiThingFactoryState.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="structiThingState.html">iThingState</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">This is the state interface to access the internals of a thing mesh object.  <a href="structiThingState.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Default particle system effectors</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#g80565dee652e2b5777d42fccc67711b4">csParticleBuiltinEffectorVFType</a> { <a class="el" href="group__meshplugins.html#gg80565dee652e2b5777d42fccc67711b4283c5d0068ff8c1b2a8299cba8fefe96">CS_PARTICLE_BUILTIN_SPIRAL</a>, 
<a class="el" href="group__meshplugins.html#gg80565dee652e2b5777d42fccc67711b446fce477fc802d54a9a60b1b89cdfb6e">CS_PARTICLE_BUILTIN_RADIALPOINT</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Velocity field effector types Determine the ODE the velocity field effector will solve to get new particle positions from current ones.  <a href="group__meshplugins.html#g80565dee652e2b5777d42fccc67711b4">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Default particle system emitters</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#g92a7105932f4383bf09437ccaa2a1c85">csParticleBuiltinEmitterPlacement</a> { <a class="el" href="group__meshplugins.html#gg92a7105932f4383bf09437ccaa2a1c8530ce21ee95a51abb5bc4f69bf477d971">CS_PARTICLE_BUILTIN_CENTER</a>, 
<a class="el" href="group__meshplugins.html#gg92a7105932f4383bf09437ccaa2a1c85fdb7e74cb758a2b7c93772834ea8ebc9">CS_PARTICLE_BUILTIN_VOLUME</a>, 
<a class="el" href="group__meshplugins.html#gg92a7105932f4383bf09437ccaa2a1c85568272545713fb64d14aae6c9205952e">CS_PARTICLE_BUILTIN_SURFACE</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set where in the emitter the builtin emitters should spawn their particles.  <a href="group__meshplugins.html#g92a7105932f4383bf09437ccaa2a1c85">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Particle systems</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#gfa45b15d64c07a71e82de2dbb1c0e892">csParticleIntegrationMode</a> { <a class="el" href="group__meshplugins.html#ggfa45b15d64c07a71e82de2dbb1c0e89222f0c0a4fce949b238a4f76ae04b9d6e">CS_PARTICLE_INTEGRATE_NONE</a>, 
<a class="el" href="group__meshplugins.html#ggfa45b15d64c07a71e82de2dbb1c0e89207b6043a05579e739e5cd1053707798f">CS_PARTICLE_INTEGRATE_LINEAR</a>, 
<a class="el" href="group__meshplugins.html#ggfa45b15d64c07a71e82de2dbb1c0e8926fef4aaa03adef745ab9d75a31091334">CS_PARTICLE_INTEGRATE_BOTH</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Particle integration mode.  <a href="group__meshplugins.html#gfa45b15d64c07a71e82de2dbb1c0e892">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#gdd37c684519925f0e82a570da3694912">csParticleRenderOrientation</a> { <br>
&nbsp;&nbsp;<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da3694912c50d98ee12e8a990ca28d67ac9a979fa">CS_PARTICLE_CAMERAFACE</a>, 
<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da369491261112e0630c10dd3d5c2d252e60c9a58">CS_PARTICLE_CAMERAFACE_APPROX</a>, 
<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da3694912750bb134bcdffeebafe10b32a429eb58">CS_PARTICLE_ORIENT_COMMON</a>, 
<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da3694912847f8c9fd2c0ac69ae19092c20fb982a">CS_PARTICLE_ORIENT_COMMON_APPROX</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da3694912348efce74687d89c51f08fe7acbf96d4">CS_PARTICLE_ORIENT_VELOCITY</a>, 
<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da36949123f53390d25c732ba4f3c73733930e28a">CS_PARTICLE_ORIENT_SELF</a>, 
<a class="el" href="group__meshplugins.html#ggdd37c684519925f0e82a570da3694912a379b3c0dd330ccccb622567aed00dfe">CS_PARTICLE_ORIENT_SELF_FORWARD</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Particle orientation.  <a href="group__meshplugins.html#gdd37c684519925f0e82a570da3694912">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#ge09c0831393d0e3ccfc586fef7ea514a">csParticleRotationMode</a> { <a class="el" href="group__meshplugins.html#gge09c0831393d0e3ccfc586fef7ea514aa11d7853760505d392e8b4cf7835b649">CS_PARTICLE_ROTATE_NONE</a>, 
<a class="el" href="group__meshplugins.html#gge09c0831393d0e3ccfc586fef7ea514aa9f3116f9cd38dc16b3271e2c75f3e85">CS_PARTICLE_ROTATE_TEXCOORD</a>, 
<a class="el" href="group__meshplugins.html#gge09c0831393d0e3ccfc586fef7ea514ab561b972ddfd8b3aab9999e2d8d1399c">CS_PARTICLE_ROTATE_VERTICES</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Rotation mode.  <a href="group__meshplugins.html#ge09c0831393d0e3ccfc586fef7ea514a">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#ge93e1c39097957ad64b31c2d8b8b6f43">csParticleSortMode</a> { <a class="el" href="group__meshplugins.html#gge93e1c39097957ad64b31c2d8b8b6f43e4adc7f55ed3dfb7fcdd811135d12521">CS_PARTICLE_SORT_NONE</a>, 
<a class="el" href="group__meshplugins.html#gge93e1c39097957ad64b31c2d8b8b6f438178728be3332499eb4a995aeb6b791d">CS_PARTICLE_SORT_DISTANCE</a>, 
<a class="el" href="group__meshplugins.html#gge93e1c39097957ad64b31c2d8b8b6f43a670ec9563bf890d234ac6de3c38686c">CS_PARTICLE_SORT_DOT</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sorting modes for particle renderer.  <a href="group__meshplugins.html#ge93e1c39097957ad64b31c2d8b8b6f43">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="group__meshplugins.html#g78ed97d2d4aec88a977525121f77879a">csParticleTransformMode</a> { <a class="el" href="group__meshplugins.html#gg78ed97d2d4aec88a977525121f77879a44cac81be5f6ee2480660fa05c7d42dc">CS_PARTICLE_LOCAL_MODE</a>, 
<a class="el" href="group__meshplugins.html#gg78ed97d2d4aec88a977525121f77879ad34c9b7bf74d06b980c6a61b280cbbde">CS_PARTICLE_LOCAL_EMITTER</a>, 
<a class="el" href="group__meshplugins.html#gg78ed97d2d4aec88a977525121f77879a437cadbef24d3c98038745fd2d2780c1">CS_PARTICLE_WORLD_MODE</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Particle transformation mode.  <a href="group__meshplugins.html#g78ed97d2d4aec88a977525121f77879a">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Mesh factory 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__meshplugins.html#gafa51ae5c29128cf4da485320de1921a">CS_FACTORY_STATICSHAPE</a>&nbsp;&nbsp;&nbsp;2</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If CS_FACTORY_STATICSHAPE is set then this factory will never animate.  <a href="#gafa51ae5c29128cf4da485320de1921a"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Mesh object 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__meshplugins.html#g64baa869dbf664c57df0a7f18438e3d1">CS_MESH_STATICPOS</a>&nbsp;&nbsp;&nbsp;1</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If CS_MESH_STATICPOS is set then this mesh will never move.  <a href="#g64baa869dbf664c57df0a7f18438e3d1"></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__meshplugins.html#gd6efdeef1cb8c44b5e92fb638cc2983d">CS_MESH_STATICSHAPE</a>&nbsp;&nbsp;&nbsp;2</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If CS_MESH_STATICSHAPE is set then this mesh will never animate.  <a href="#gd6efdeef1cb8c44b5e92fb638cc2983d"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Polygon 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__meshplugins.html#ga94c4f64d2258575754e840df308754c">CS_POLY_COLLDET</a>&nbsp;&nbsp;&nbsp;0x00000002</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If this flag is set then this polygon is used for collision detection.  <a href="#ga94c4f64d2258575754e840df308754c"></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__meshplugins.html#g785e76fb2bbd8af48c4919d315d1d936">CS_POLY_LIGHTING</a>&nbsp;&nbsp;&nbsp;0x00000001</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If CS_POLY_LIGHTING is set for a polygon then the polygon will be lit.  <a href="#g785e76fb2bbd8af48c4919d315d1d936"></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__meshplugins.html#ga443a016d9a4c6e1f6c4d2409cabf58f">CS_POLY_VISCULL</a>&nbsp;&nbsp;&nbsp;0x00000004</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If this flag is set then this polygon is used for visibility culling.  <a href="#ga443a016d9a4c6e1f6c4d2409cabf58f"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Polygon ranges</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__meshplugins.html#g4fa7d91777e87a686154a08faba7d304">CS_POLYRANGE</a>(s1, s2)&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (s1, s2)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A general range of polygons (inclusive).  <a href="#g4fa7d91777e87a686154a08faba7d304"></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__meshplugins.html#g40261d7889d8046cd9ef1869e1a1fca3">CS_POLYRANGE_ALL</a>&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (0, 2000000000)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">All polygons.  <a href="#g40261d7889d8046cd9ef1869e1a1fca3"></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__meshplugins.html#ge88034c04fb44285f1d003617e2580e1">CS_POLYRANGE_LAST</a>&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (-1, -1)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The last created polygon or series of polygons (in case it was a box).  <a href="#ge88034c04fb44285f1d003617e2580e1"></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__meshplugins.html#ga615294f72135020101807d8b8631311">CS_POLYRANGE_SINGLE</a>(idx)&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (idx, idx)</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A single polygon.  <a href="#ga615294f72135020101807d8b8631311"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Move option 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__meshplugins.html#gc5f2b661887fad9b8c86b4a11e4a451e">CS_THING_MOVE_NEVER</a>&nbsp;&nbsp;&nbsp;0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The following flags affect movement options for a thing.  <a href="#gc5f2b661887fad9b8c86b4a11e4a451e"></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__meshplugins.html#g657c1d04bda160221a9b0f06c7637757">CS_THING_MOVE_OCCASIONAL</a>&nbsp;&nbsp;&nbsp;2</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The following flags affect movement options for a thing.  <a href="#g657c1d04bda160221a9b0f06c7637757"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Thing 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__meshplugins.html#g8406796c090505e26463aed79c333aeb">CS_THING_NOCOMPRESS</a>&nbsp;&nbsp;&nbsp;0x00010000</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">If CS_THING_NOCOMPRESS is set then vertices of this thing factory will not be compressed.  <a href="#g8406796c090505e26463aed79c333aeb"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Defines</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__meshplugins.html#g0b86ff5b7f9397c3a2308047822da46c">CS_POLYINDEX_LAST</a>&nbsp;&nbsp;&nbsp;-1</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Last created polygon index (used where a single polygon index is required).  <a href="#g0b86ff5b7f9397c3a2308047822da46c"></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__meshplugins.html#ge10adda0ee9574f923dcc5c5b7ca27bc">CS_SPR_LIGHT_GLOBAL</a>&nbsp;&nbsp;&nbsp;0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the global value for determining which lighting level is used by the sprite.  <a href="#ge10adda0ee9574f923dcc5c5b7ca27bc"></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__meshplugins.html#g5e9bf3ea329d88cf37a7d9197ecbba6f">CS_SPR_LIGHT_LOCAL</a>&nbsp;&nbsp;&nbsp;2</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the lighting quality value local to the sprite for determining which lighting level is used by the sprite.  <a href="#g5e9bf3ea329d88cf37a7d9197ecbba6f"></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__meshplugins.html#ga213c7faeb83698ae3b6032bf1a19495">CS_SPR_LIGHT_TEMPLATE</a>&nbsp;&nbsp;&nbsp;1</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the sprites template lighting quality value for determining which lighting level is used by the sprite.  <a href="#ga213c7faeb83698ae3b6032bf1a19495"></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__meshplugins.html#gf47085be65a8b36443681894ee3db6e9">CS_SPR_LOD_GLOBAL</a>&nbsp;&nbsp;&nbsp;0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the global value for determining if LOD is used by the sprite, and what level it should be used at.  <a href="#gf47085be65a8b36443681894ee3db6e9"></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__meshplugins.html#gb831b3145c63d04641269c0fe53728e9">CS_SPR_LOD_LOCAL</a>&nbsp;&nbsp;&nbsp;2</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the LOD value local to the sprite.  <a href="#gb831b3145c63d04641269c0fe53728e9"></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__meshplugins.html#gaf271f4553867589d1a87364770179d5">CS_SPR_LOD_TEMPLATE</a>&nbsp;&nbsp;&nbsp;1</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Use the sprites template lod value.  <a href="#gaf271f4553867589d1a87364770179d5"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Enumerations</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom">{ <a class="el" href="group__meshplugins.html#ggd63240694c6dc2a28c24bfc2db90ad7ac1dba980950d2a7e41f3222ace80f8bd">CS_SPR_LIGHTING_HQ</a> =  0, 
<a class="el" href="group__meshplugins.html#ggd63240694c6dc2a28c24bfc2db90ad7aa43280a1427438d4808f2196e916a153">CS_SPR_LIGHTING_LQ</a> =  1, 
<a class="el" href="group__meshplugins.html#ggd63240694c6dc2a28c24bfc2db90ad7ad0293128420ff7b5ef94428486dcc7cd">CS_SPR_LIGHTING_FAST</a> =  2, 
<a class="el" href="group__meshplugins.html#ggd63240694c6dc2a28c24bfc2db90ad7afea07fdfcf7dbf5ec72f5e38c219dce3">CS_SPR_LIGHTING_RANDOM</a> =  3
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Macros for the csSprite3D lighting levels.  <a href="group__meshplugins.html#gd63240694c6dc2a28c24bfc2db90ad7a">More...</a><br></td></tr>
</table>
<hr><h2>Define Documentation</h2>
<a class="anchor" name="gafa51ae5c29128cf4da485320de1921a"></a><!-- doxytag: member="object.h::CS_FACTORY_STATICSHAPE" ref="gafa51ae5c29128cf4da485320de1921a" args="" -->
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          <td class="memname">#define CS_FACTORY_STATICSHAPE&nbsp;&nbsp;&nbsp;2          </td>
        </tr>
      </table>
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<div class="memdoc">

<p>
If CS_FACTORY_STATICSHAPE is set then this factory will never animate. 
<p>
This is a hint for the engine. The mesh factory itself can also use this flag to optimize internal data structures. 
<p>Definition at line <a class="el" href="imesh_2object_8h-source.html#l00076">76</a> of file <a class="el" href="imesh_2object_8h-source.html">object.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g64baa869dbf664c57df0a7f18438e3d1"></a><!-- doxytag: member="object.h::CS_MESH_STATICPOS" ref="g64baa869dbf664c57df0a7f18438e3d1" args="" -->
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          <td class="memname">#define CS_MESH_STATICPOS&nbsp;&nbsp;&nbsp;1          </td>
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<div class="memdoc">

<p>
If CS_MESH_STATICPOS is set then this mesh will never move. 
<p>
This is a hint for the engine. The mesh object itself can also use this flag to optimize internal data structures. 
<p>Definition at line <a class="el" href="imesh_2object_8h-source.html#l00059">59</a> of file <a class="el" href="imesh_2object_8h-source.html">object.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="gd6efdeef1cb8c44b5e92fb638cc2983d"></a><!-- doxytag: member="object.h::CS_MESH_STATICSHAPE" ref="gd6efdeef1cb8c44b5e92fb638cc2983d" args="" -->
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          <td class="memname">#define CS_MESH_STATICSHAPE&nbsp;&nbsp;&nbsp;2          </td>
        </tr>
      </table>
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<div class="memdoc">

<p>
If CS_MESH_STATICSHAPE is set then this mesh will never animate. 
<p>
This is a hint for the engine. The mesh object itself can also use this flag to optimize internal data structures. 
<p>Definition at line <a class="el" href="imesh_2object_8h-source.html#l00066">66</a> of file <a class="el" href="imesh_2object_8h-source.html">object.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ga94c4f64d2258575754e840df308754c"></a><!-- doxytag: member="thing.h::CS_POLY_COLLDET" ref="ga94c4f64d2258575754e840df308754c" args="" -->
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          <td class="memname">#define CS_POLY_COLLDET&nbsp;&nbsp;&nbsp;0x00000002          </td>
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      </table>
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<div class="memdoc">

<p>
If this flag is set then this polygon is used for collision detection. 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00080">80</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g785e76fb2bbd8af48c4919d315d1d936"></a><!-- doxytag: member="thing.h::CS_POLY_LIGHTING" ref="g785e76fb2bbd8af48c4919d315d1d936" args="" -->
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          <td class="memname">#define CS_POLY_LIGHTING&nbsp;&nbsp;&nbsp;0x00000001          </td>
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<div class="memdoc">

<p>
If CS_POLY_LIGHTING is set for a polygon then the polygon will be lit. 
<p>
It is set by default. 
<p>Definition at line <a class="el" href="thing_8h-source.html#l00075">75</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ga443a016d9a4c6e1f6c4d2409cabf58f"></a><!-- doxytag: member="thing.h::CS_POLY_VISCULL" ref="ga443a016d9a4c6e1f6c4d2409cabf58f" args="" -->
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          <td class="memname">#define CS_POLY_VISCULL&nbsp;&nbsp;&nbsp;0x00000004          </td>
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<div class="memdoc">

<p>
If this flag is set then this polygon is used for visibility culling. 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00085">85</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g0b86ff5b7f9397c3a2308047822da46c"></a><!-- doxytag: member="thing.h::CS_POLYINDEX_LAST" ref="g0b86ff5b7f9397c3a2308047822da46c" args="" -->
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          <td class="memname">#define CS_POLYINDEX_LAST&nbsp;&nbsp;&nbsp;-1          </td>
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<div class="memdoc">

<p>
Last created polygon index (used where a single polygon index is required). 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00112">112</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g4fa7d91777e87a686154a08faba7d304"></a><!-- doxytag: member="thing.h::CS_POLYRANGE" ref="g4fa7d91777e87a686154a08faba7d304" args="(s1, s2)" -->
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          <td class="memname">#define CS_POLYRANGE          </td>
          <td>(</td>
          <td class="paramtype">s1,         <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">s2&nbsp;</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%">&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (s1, s2)</td>
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<div class="memdoc">

<p>
A general range of polygons (inclusive). 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00094">94</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g40261d7889d8046cd9ef1869e1a1fca3"></a><!-- doxytag: member="thing.h::CS_POLYRANGE_ALL" ref="g40261d7889d8046cd9ef1869e1a1fca3" args="" -->
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          <td class="memname">#define CS_POLYRANGE_ALL&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (0, 2000000000)          </td>
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<div class="memdoc">

<p>
All polygons. 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00106">106</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ge88034c04fb44285f1d003617e2580e1"></a><!-- doxytag: member="thing.h::CS_POLYRANGE_LAST" ref="ge88034c04fb44285f1d003617e2580e1" args="" -->
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          <td class="memname">#define CS_POLYRANGE_LAST&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (-1, -1)          </td>
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<div class="memdoc">

<p>
The last created polygon or series of polygons (in case it was a box). 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00102">102</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ga615294f72135020101807d8b8631311"></a><!-- doxytag: member="thing.h::CS_POLYRANGE_SINGLE" ref="ga615294f72135020101807d8b8631311" args="(idx)" -->
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          <td class="memname">#define CS_POLYRANGE_SINGLE          </td>
          <td>(</td>
          <td class="paramtype">idx&nbsp;</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%">&nbsp;&nbsp;&nbsp;<a class="el" href="structcsPolygonRange.html">csPolygonRange</a> (idx, idx)</td>
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</div>
<div class="memdoc">

<p>
A single polygon. 
<p>

<p>Definition at line <a class="el" href="thing_8h-source.html#l00098">98</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ge10adda0ee9574f923dcc5c5b7ca27bc"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LIGHT_GLOBAL" ref="ge10adda0ee9574f923dcc5c5b7ca27bc" args="" -->
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          <td class="memname">#define CS_SPR_LIGHT_GLOBAL&nbsp;&nbsp;&nbsp;0          </td>
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<div class="memdoc">

<p>
Use the global value for determining which lighting level is used by the sprite. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00057">57</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g5e9bf3ea329d88cf37a7d9197ecbba6f"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LIGHT_LOCAL" ref="g5e9bf3ea329d88cf37a7d9197ecbba6f" args="" -->
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          <td class="memname">#define CS_SPR_LIGHT_LOCAL&nbsp;&nbsp;&nbsp;2          </td>
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<p>
Use the lighting quality value local to the sprite for determining which lighting level is used by the sprite. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00069">69</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ga213c7faeb83698ae3b6032bf1a19495"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LIGHT_TEMPLATE" ref="ga213c7faeb83698ae3b6032bf1a19495" args="" -->
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          <td class="memname">#define CS_SPR_LIGHT_TEMPLATE&nbsp;&nbsp;&nbsp;1          </td>
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<div class="memdoc">

<p>
Use the sprites template lighting quality value for determining which lighting level is used by the sprite. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00063">63</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="gf47085be65a8b36443681894ee3db6e9"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LOD_GLOBAL" ref="gf47085be65a8b36443681894ee3db6e9" args="" -->
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          <td class="memname">#define CS_SPR_LOD_GLOBAL&nbsp;&nbsp;&nbsp;0          </td>
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<div class="memdoc">

<p>
Use the global value for determining if LOD is used by the sprite, and what level it should be used at. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00075">75</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="gb831b3145c63d04641269c0fe53728e9"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LOD_LOCAL" ref="gb831b3145c63d04641269c0fe53728e9" args="" -->
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          <td class="memname">#define CS_SPR_LOD_LOCAL&nbsp;&nbsp;&nbsp;2          </td>
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<p>
Use the LOD value local to the sprite. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00085">85</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

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</div><p>
<a class="anchor" name="gaf271f4553867589d1a87364770179d5"></a><!-- doxytag: member="sprite3d.h::CS_SPR_LOD_TEMPLATE" ref="gaf271f4553867589d1a87364770179d5" args="" -->
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          <td class="memname">#define CS_SPR_LOD_TEMPLATE&nbsp;&nbsp;&nbsp;1          </td>
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<div class="memdoc">

<p>
Use the sprites template lod value. 
<p>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00080">80</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="gc5f2b661887fad9b8c86b4a11e4a451e"></a><!-- doxytag: member="thing.h::CS_THING_MOVE_NEVER" ref="gc5f2b661887fad9b8c86b4a11e4a451e" args="" -->
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          <td class="memname">#define CS_THING_MOVE_NEVER&nbsp;&nbsp;&nbsp;0          </td>
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<p>
The following flags affect movement options for a thing. 
<p>
See SetMovingOption() for more info. 
<p>Definition at line <a class="el" href="thing_8h-source.html#l00131">131</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g657c1d04bda160221a9b0f06c7637757"></a><!-- doxytag: member="thing.h::CS_THING_MOVE_OCCASIONAL" ref="g657c1d04bda160221a9b0f06c7637757" args="" -->
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          <td class="memname">#define CS_THING_MOVE_OCCASIONAL&nbsp;&nbsp;&nbsp;2          </td>
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<p>
The following flags affect movement options for a thing. 
<p>
See SetMovingOption() for more info. 
<p>Definition at line <a class="el" href="thing_8h-source.html#l00132">132</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="g8406796c090505e26463aed79c333aeb"></a><!-- doxytag: member="thing.h::CS_THING_NOCOMPRESS" ref="g8406796c090505e26463aed79c333aeb" args="" -->
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          <td class="memname">#define CS_THING_NOCOMPRESS&nbsp;&nbsp;&nbsp;0x00010000          </td>
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<p>
If CS_THING_NOCOMPRESS is set then vertices of this thing factory will not be compressed. 
<p>
By default the vertex table is compressed before the thing is used for the first time (this means that duplicate vertices are removed). This is a flag for <a class="el" href="structiMeshObjectFactory.html" title="This object is a factory which can generate mesh objects of a certain type.">iMeshObjectFactory</a>. 
<p>Definition at line <a class="el" href="thing_8h-source.html#l00122">122</a> of file <a class="el" href="thing_8h-source.html">thing.h</a>.</p>

</div>
</div><p>
<hr><h2>Enumeration Type Documentation</h2>
<a class="anchor" name="gd63240694c6dc2a28c24bfc2db90ad7a"></a><!-- doxytag: member="sprite3d.h::@74" ref="gd63240694c6dc2a28c24bfc2db90ad7a" args="" -->
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          <td class="memname">anonymous enum          </td>
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<p>
Macros for the csSprite3D lighting levels. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="ggd63240694c6dc2a28c24bfc2db90ad7ac1dba980950d2a7e41f3222ace80f8bd"></a><!-- doxytag: member="CS_SPR_LIGHTING_HQ" ref="ggd63240694c6dc2a28c24bfc2db90ad7ac1dba980950d2a7e41f3222ace80f8bd" args="" -->CS_SPR_LIGHTING_HQ</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggd63240694c6dc2a28c24bfc2db90ad7aa43280a1427438d4808f2196e916a153"></a><!-- doxytag: member="CS_SPR_LIGHTING_LQ" ref="ggd63240694c6dc2a28c24bfc2db90ad7aa43280a1427438d4808f2196e916a153" args="" -->CS_SPR_LIGHTING_LQ</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggd63240694c6dc2a28c24bfc2db90ad7ad0293128420ff7b5ef94428486dcc7cd"></a><!-- doxytag: member="CS_SPR_LIGHTING_FAST" ref="ggd63240694c6dc2a28c24bfc2db90ad7ad0293128420ff7b5ef94428486dcc7cd" args="" -->CS_SPR_LIGHTING_FAST</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggd63240694c6dc2a28c24bfc2db90ad7afea07fdfcf7dbf5ec72f5e38c219dce3"></a><!-- doxytag: member="CS_SPR_LIGHTING_RANDOM" ref="ggd63240694c6dc2a28c24bfc2db90ad7afea07fdfcf7dbf5ec72f5e38c219dce3" args="" -->CS_SPR_LIGHTING_RANDOM</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="sprite3d_8h-source.html#l00045">45</a> of file <a class="el" href="sprite3d_8h-source.html">sprite3d.h</a>.</p>

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<a class="anchor" name="g80565dee652e2b5777d42fccc67711b4"></a><!-- doxytag: member="particles.h::csParticleBuiltinEffectorVFType" ref="g80565dee652e2b5777d42fccc67711b4" args="" -->
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<p>
Velocity field effector types Determine the ODE the velocity field effector will solve to get new particle positions from current ones. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="gg80565dee652e2b5777d42fccc67711b4283c5d0068ff8c1b2a8299cba8fefe96"></a><!-- doxytag: member="CS_PARTICLE_BUILTIN_SPIRAL" ref="gg80565dee652e2b5777d42fccc67711b4283c5d0068ff8c1b2a8299cba8fefe96" args="" -->CS_PARTICLE_BUILTIN_SPIRAL</em>&nbsp;</td><td>
Spiral around a given line. 
<p>
ODE: pl = closest point on line defined by vparam[0] + t*vparam[1] p' = vparam[2] * p-pl x vparam[1] + (p-pl) * fparam[0] + vparam[3] </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gg80565dee652e2b5777d42fccc67711b446fce477fc802d54a9a60b1b89cdfb6e"></a><!-- doxytag: member="CS_PARTICLE_BUILTIN_RADIALPOINT" ref="gg80565dee652e2b5777d42fccc67711b446fce477fc802d54a9a60b1b89cdfb6e" args="" -->CS_PARTICLE_BUILTIN_RADIALPOINT</em>&nbsp;</td><td>
Exhort a radial movement relative to a given point. 
<p>
ODE: p' = p-vparam[0] / |p-vparam[0]| * (fparam[0] + fparam[1] * sin(t)) </td></tr>
</table>
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<p>Definition at line <a class="el" href="particles_8h-source.html#l00727">727</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="g92a7105932f4383bf09437ccaa2a1c85"></a><!-- doxytag: member="particles.h::csParticleBuiltinEmitterPlacement" ref="g92a7105932f4383bf09437ccaa2a1c85" args="" -->
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<p>
Set where in the emitter the builtin emitters should spawn their particles. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="gg92a7105932f4383bf09437ccaa2a1c8530ce21ee95a51abb5bc4f69bf477d971"></a><!-- doxytag: member="CS_PARTICLE_BUILTIN_CENTER" ref="gg92a7105932f4383bf09437ccaa2a1c8530ce21ee95a51abb5bc4f69bf477d971" args="" -->CS_PARTICLE_BUILTIN_CENTER</em>&nbsp;</td><td>
In the center. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gg92a7105932f4383bf09437ccaa2a1c85fdb7e74cb758a2b7c93772834ea8ebc9"></a><!-- doxytag: member="CS_PARTICLE_BUILTIN_VOLUME" ref="gg92a7105932f4383bf09437ccaa2a1c85fdb7e74cb758a2b7c93772834ea8ebc9" args="" -->CS_PARTICLE_BUILTIN_VOLUME</em>&nbsp;</td><td>
Anywhere in the volume. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gg92a7105932f4383bf09437ccaa2a1c85568272545713fb64d14aae6c9205952e"></a><!-- doxytag: member="CS_PARTICLE_BUILTIN_SURFACE" ref="gg92a7105932f4383bf09437ccaa2a1c85568272545713fb64d14aae6c9205952e" args="" -->CS_PARTICLE_BUILTIN_SURFACE</em>&nbsp;</td><td>
On the surface of the volume. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="particles_8h-source.html#l00519">519</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="gfa45b15d64c07a71e82de2dbb1c0e892"></a><!-- doxytag: member="particles.h::csParticleIntegrationMode" ref="gfa45b15d64c07a71e82de2dbb1c0e892" args="" -->
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<p>
Particle integration mode. 
<p>
Specifies how the velocity-to-position integration is done. Default is CS_PARTICLE_INTEGRATE_LINEAR <dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="ggfa45b15d64c07a71e82de2dbb1c0e89222f0c0a4fce949b238a4f76ae04b9d6e"></a><!-- doxytag: member="CS_PARTICLE_INTEGRATE_NONE" ref="ggfa45b15d64c07a71e82de2dbb1c0e89222f0c0a4fce949b238a4f76ae04b9d6e" args="" -->CS_PARTICLE_INTEGRATE_NONE</em>&nbsp;</td><td>
Perform no integration. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggfa45b15d64c07a71e82de2dbb1c0e89207b6043a05579e739e5cd1053707798f"></a><!-- doxytag: member="CS_PARTICLE_INTEGRATE_LINEAR" ref="ggfa45b15d64c07a71e82de2dbb1c0e89207b6043a05579e739e5cd1053707798f" args="" -->CS_PARTICLE_INTEGRATE_LINEAR</em>&nbsp;</td><td>
Integrate linear velocity into linear position. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggfa45b15d64c07a71e82de2dbb1c0e8926fef4aaa03adef745ab9d75a31091334"></a><!-- doxytag: member="CS_PARTICLE_INTEGRATE_BOTH" ref="ggfa45b15d64c07a71e82de2dbb1c0e8926fef4aaa03adef745ab9d75a31091334" args="" -->CS_PARTICLE_INTEGRATE_BOTH</em>&nbsp;</td><td>
Integrate both linear and angular velocity into pose. 
<p>
Notice that the angular integration is rather performance heavy so use only when needed. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="particles_8h-source.html#l00129">129</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="gdd37c684519925f0e82a570da3694912"></a><!-- doxytag: member="particles.h::csParticleRenderOrientation" ref="gdd37c684519925f0e82a570da3694912" args="" -->
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<p>
Particle orientation. 
<p>
The particle type defines how the billboard is setup in relation to the particle position, direction and the camera. <dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da3694912c50d98ee12e8a990ca28d67ac9a979fa"></a><!-- doxytag: member="CS_PARTICLE_CAMERAFACE" ref="ggdd37c684519925f0e82a570da3694912c50d98ee12e8a990ca28d67ac9a979fa" args="" -->CS_PARTICLE_CAMERAFACE</em>&nbsp;</td><td>
Billboard always facing the camera, with exact computation per particle. 
<p>
This is what you usually expect from a billboard. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da369491261112e0630c10dd3d5c2d252e60c9a58"></a><!-- doxytag: member="CS_PARTICLE_CAMERAFACE_APPROX" ref="ggdd37c684519925f0e82a570da369491261112e0630c10dd3d5c2d252e60c9a58" args="" -->CS_PARTICLE_CAMERAFACE_APPROX</em>&nbsp;</td><td>
Billboard always facing the camera direction. 
<p>
This is approximately the same as CS_PARTICLE_CAMERAFACE, but is a bit optimized by utilizing the camera direction instead of the exact direction from particle to the camera, </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da3694912750bb134bcdffeebafe10b32a429eb58"></a><!-- doxytag: member="CS_PARTICLE_ORIENT_COMMON" ref="ggdd37c684519925f0e82a570da3694912750bb134bcdffeebafe10b32a429eb58" args="" -->CS_PARTICLE_ORIENT_COMMON</em>&nbsp;</td><td>
Orient billboard around a common direction (y/up direction), facing the camera. 
<p>
All particles will use the same common direction. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da3694912847f8c9fd2c0ac69ae19092c20fb982a"></a><!-- doxytag: member="CS_PARTICLE_ORIENT_COMMON_APPROX" ref="ggdd37c684519925f0e82a570da3694912847f8c9fd2c0ac69ae19092c20fb982a" args="" -->CS_PARTICLE_ORIENT_COMMON_APPROX</em>&nbsp;</td><td>
Orient billboard around a common direction (y/up direction), facing the camera. 
<p>
This is approximately the same as CS_PARTICLE_ORIENT_SAME_APPROX, but is a bit optimized by utilizing the camera direction instead of the exact direction from particle to the camera, </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da3694912348efce74687d89c51f08fe7acbf96d4"></a><!-- doxytag: member="CS_PARTICLE_ORIENT_VELOCITY" ref="ggdd37c684519925f0e82a570da3694912348efce74687d89c51f08fe7acbf96d4" args="" -->CS_PARTICLE_ORIENT_VELOCITY</em>&nbsp;</td><td>
Orient billboard around a common direction (y/up direction), facing the camera. 
<p>
The particles will use their direction (velocity) vector as common direction. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da36949123f53390d25c732ba4f3c73733930e28a"></a><!-- doxytag: member="CS_PARTICLE_ORIENT_SELF" ref="ggdd37c684519925f0e82a570da36949123f53390d25c732ba4f3c73733930e28a" args="" -->CS_PARTICLE_ORIENT_SELF</em>&nbsp;</td><td>
Orient the particles according to their internal rotation. 
<p>
The billboard will be aligned so that the normal is along the z axis and the particle in the xy plane of the base specified. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="ggdd37c684519925f0e82a570da3694912a379b3c0dd330ccccb622567aed00dfe"></a><!-- doxytag: member="CS_PARTICLE_ORIENT_SELF_FORWARD" ref="ggdd37c684519925f0e82a570da3694912a379b3c0dd330ccccb622567aed00dfe" args="" -->CS_PARTICLE_ORIENT_SELF_FORWARD</em>&nbsp;</td><td>
Orient the particles according to their internal rotation. 
<p>
The billboard will be aligned so that the normal is along the z axis and the particle in the xy plane of the base specified. This differs from CS_PARTICLE_ORIENT_SELF in the sense that the particles will always have their "forward" side towards the camera </td></tr>
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<p>Definition at line <a class="el" href="particles_8h-source.html#l00062">62</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="ge09c0831393d0e3ccfc586fef7ea514a"></a><!-- doxytag: member="particles.h::csParticleRotationMode" ref="ge09c0831393d0e3ccfc586fef7ea514a" args="" -->
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<p>
Rotation mode. 
<p>
Specifies how particle rotation is handled. <dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="gge09c0831393d0e3ccfc586fef7ea514aa11d7853760505d392e8b4cf7835b649"></a><!-- doxytag: member="CS_PARTICLE_ROTATE_NONE" ref="gge09c0831393d0e3ccfc586fef7ea514aa11d7853760505d392e8b4cf7835b649" args="" -->CS_PARTICLE_ROTATE_NONE</em>&nbsp;</td><td>
Do not take rotation into account at all. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gge09c0831393d0e3ccfc586fef7ea514aa9f3116f9cd38dc16b3271e2c75f3e85"></a><!-- doxytag: member="CS_PARTICLE_ROTATE_TEXCOORD" ref="gge09c0831393d0e3ccfc586fef7ea514aa9f3116f9cd38dc16b3271e2c75f3e85" args="" -->CS_PARTICLE_ROTATE_TEXCOORD</em>&nbsp;</td><td>
Rotate texture coordinates. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gge09c0831393d0e3ccfc586fef7ea514ab561b972ddfd8b3aab9999e2d8d1399c"></a><!-- doxytag: member="CS_PARTICLE_ROTATE_VERTICES" ref="gge09c0831393d0e3ccfc586fef7ea514ab561b972ddfd8b3aab9999e2d8d1399c" args="" -->CS_PARTICLE_ROTATE_VERTICES</em>&nbsp;</td><td>
Rotate particle vertices in the billboard plane. </td></tr>
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<p>Definition at line <a class="el" href="particles_8h-source.html#l00114">114</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="ge93e1c39097957ad64b31c2d8b8b6f43"></a><!-- doxytag: member="particles.h::csParticleSortMode" ref="ge93e1c39097957ad64b31c2d8b8b6f43" args="" -->
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<p>
Sorting modes for particle renderer. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="gge93e1c39097957ad64b31c2d8b8b6f43e4adc7f55ed3dfb7fcdd811135d12521"></a><!-- doxytag: member="CS_PARTICLE_SORT_NONE" ref="gge93e1c39097957ad64b31c2d8b8b6f43e4adc7f55ed3dfb7fcdd811135d12521" args="" -->CS_PARTICLE_SORT_NONE</em>&nbsp;</td><td>
No sorting at all. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gge93e1c39097957ad64b31c2d8b8b6f438178728be3332499eb4a995aeb6b791d"></a><!-- doxytag: member="CS_PARTICLE_SORT_DISTANCE" ref="gge93e1c39097957ad64b31c2d8b8b6f438178728be3332499eb4a995aeb6b791d" args="" -->CS_PARTICLE_SORT_DISTANCE</em>&nbsp;</td><td>
Sort by distance to camera. </td></tr>
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Sort by dot product of normalized camera vector and particle direction. </td></tr>
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<p>Definition at line <a class="el" href="particles_8h-source.html#l00047">47</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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<a class="anchor" name="g78ed97d2d4aec88a977525121f77879a"></a><!-- doxytag: member="particles.h::csParticleTransformMode" ref="g78ed97d2d4aec88a977525121f77879a" args="" -->
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<p>
Particle transformation mode. 
<p>
Controls how and when particles are transformed, and thereby also controls the coordinate system for particles, emitters and effectors. <dl compact><dt><b>Enumerator: </b></dt><dd>
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<tr><td valign="top"><em><a class="anchor" name="gg78ed97d2d4aec88a977525121f77879a44cac81be5f6ee2480660fa05c7d42dc"></a><!-- doxytag: member="CS_PARTICLE_LOCAL_MODE" ref="gg78ed97d2d4aec88a977525121f77879a44cac81be5f6ee2480660fa05c7d42dc" args="" -->CS_PARTICLE_LOCAL_MODE</em>&nbsp;</td><td>
Fully local mode. 
<p>
All positions and coordinates are relative to particle system. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="gg78ed97d2d4aec88a977525121f77879ad34c9b7bf74d06b980c6a61b280cbbde"></a><!-- doxytag: member="CS_PARTICLE_LOCAL_EMITTER" ref="gg78ed97d2d4aec88a977525121f77879ad34c9b7bf74d06b980c6a61b280cbbde" args="" -->CS_PARTICLE_LOCAL_EMITTER</em>&nbsp;</td><td>
Mixed coordinate mode. 
<p>
Particle position and effectors are specified in world space, while emitters operate in local mode. <dl class="warning" compact><dt><b>Warning:</b></dt><dd>Do note that this mode will introduce extra overhead compared to the other two modes and use only when neccesary. </dd></dl>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="gg78ed97d2d4aec88a977525121f77879a437cadbef24d3c98038745fd2d2780c1"></a><!-- doxytag: member="CS_PARTICLE_WORLD_MODE" ref="gg78ed97d2d4aec88a977525121f77879a437cadbef24d3c98038745fd2d2780c1" args="" -->CS_PARTICLE_WORLD_MODE</em>&nbsp;</td><td>
Fully global mode. 
<p>
All coordinates are in world space (absolute space). </td></tr>
</table>
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<p>Definition at line <a class="el" href="particles_8h-source.html#l00147">147</a> of file <a class="el" href="particles_8h-source.html">particles.h</a>.</p>

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