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<title>Crystal Space 1.2.1: iInstancingMeshCommonState Struct Reference (Crystal Space 1.2.1 Public API Reference)</title>
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<h1>iInstancingMeshCommonState Struct Reference<br>
<small>
[<a class="el" href="group__meshplugins.html">Mesh plugins</a>]</small>
</h1><!-- doxytag: class="iInstancingMeshCommonState" --><!-- doxytag: inherits="iBase" -->The common interface between instancing meshes and factories.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="instmesh_8h-source.html">imesh/instmesh.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for iInstancingMeshCommonState:</div>
<div class="dynsection">
<p><center><img src="structiInstancingMeshCommonState__inherit__graph.png" border="0" usemap="#iInstancingMeshCommonState__inherit__map" alt="Inheritance graph"></center>
<map name="iInstancingMeshCommonState__inherit__map">
<area shape="rect" href="structiInstancingFactoryState.html" title="This interface describes the API for the instancing mesh factory." alt="" coords="5,161,179,188"><area shape="rect" href="structiInstancingMeshState.html" title="This interface describes the API for the instancing mesh object." alt="" coords="203,161,363,188"><area shape="rect" href="structiBase.html" title="This is the basic interface: all other interfaces should be derived from this one..." alt="" coords="159,7,215,33"></map>
<center><font size="2">[<a href="graph_legend.html">legend</a>]</font></center></div>

<p>
<a href="structiInstancingMeshCommonState-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#6bd8d10689ca1cb59a9d1dead114e83e">IsLighting</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is lighting enabled.  <a href="#6bd8d10689ca1cb59a9d1dead114e83e"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#567142cb14d92f1e66658b89ae365bf4">IsManualColors</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Are manual colors enabled?  <a href="#567142cb14d92f1e66658b89ae365bf4"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#a02d8ccfd03a944fc5f97291218bc8ad">IsShadowCasting</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is shadow casting enabled?  <a href="#a02d8ccfd03a944fc5f97291218bc8ad"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#f3e78defef5ca085c7f0a191025dfe53">IsShadowReceiving</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Is shadow receiving enabled?  <a href="#f3e78defef5ca085c7f0a191025dfe53"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#b6a40331f312bc952389223846bd94ff">SetLighting</a> (bool l)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set lighting.  <a href="#b6a40331f312bc952389223846bd94ff"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#0b25059ad984b3806863d206509c498b">SetManualColors</a> (bool m)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set manual colors.  <a href="#0b25059ad984b3806863d206509c498b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#77e5f3cf85ddfeea6530100944f27653">SetShadowCasting</a> (bool m)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set shadowing.  <a href="#77e5f3cf85ddfeea6530100944f27653"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiInstancingMeshCommonState.html#1ec9c8ec57dce78c645180e8ababf446">SetShadowReceiving</a> (bool m)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set shadow receiving on.  <a href="#1ec9c8ec57dce78c645180e8ababf446"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
The common interface between instancing meshes and factories. 
<p>
This interface is usually not used alone. Generally one uses <a class="el" href="structiInstancingMeshState.html" title="This interface describes the API for the instancing mesh object.">iInstancingMeshState</a> or <a class="el" href="structiInstancingFactoryState.html" title="This interface describes the API for the instancing mesh factory.">iInstancingFactoryState</a>. 
<p>Definition at line <a class="el" href="instmesh_8h-source.html#l00048">48</a> of file <a class="el" href="instmesh_8h-source.html">instmesh.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="6bd8d10689ca1cb59a9d1dead114e83e"></a><!-- doxytag: member="iInstancingMeshCommonState::IsLighting" ref="6bd8d10689ca1cb59a9d1dead114e83e" args="() const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iInstancingMeshCommonState::IsLighting           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Is lighting enabled. 
<p>

</div>
</div><p>
<a class="anchor" name="567142cb14d92f1e66658b89ae365bf4"></a><!-- doxytag: member="iInstancingMeshCommonState::IsManualColors" ref="567142cb14d92f1e66658b89ae365bf4" args="() const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iInstancingMeshCommonState::IsManualColors           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Are manual colors enabled? 
<p>

</div>
</div><p>
<a class="anchor" name="a02d8ccfd03a944fc5f97291218bc8ad"></a><!-- doxytag: member="iInstancingMeshCommonState::IsShadowCasting" ref="a02d8ccfd03a944fc5f97291218bc8ad" args="() const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iInstancingMeshCommonState::IsShadowCasting           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Is shadow casting enabled? 
<p>

</div>
</div><p>
<a class="anchor" name="f3e78defef5ca085c7f0a191025dfe53"></a><!-- doxytag: member="iInstancingMeshCommonState::IsShadowReceiving" ref="f3e78defef5ca085c7f0a191025dfe53" args="() const =0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual bool iInstancingMeshCommonState::IsShadowReceiving           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Is shadow receiving enabled? 
<p>

</div>
</div><p>
<a class="anchor" name="b6a40331f312bc952389223846bd94ff"></a><!-- doxytag: member="iInstancingMeshCommonState::SetLighting" ref="b6a40331f312bc952389223846bd94ff" args="(bool l)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iInstancingMeshCommonState::SetLighting           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>l</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set lighting. 
<p>

</div>
</div><p>
<a class="anchor" name="0b25059ad984b3806863d206509c498b"></a><!-- doxytag: member="iInstancingMeshCommonState::SetManualColors" ref="0b25059ad984b3806863d206509c498b" args="(bool m)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iInstancingMeshCommonState::SetManualColors           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>m</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set manual colors. 
<p>
If this is set then lighting will be ignored and so will the color set with SetColor(). In this case you can manipulate the color array manually by calling GetColors(). 
</div>
</div><p>
<a class="anchor" name="77e5f3cf85ddfeea6530100944f27653"></a><!-- doxytag: member="iInstancingMeshCommonState::SetShadowCasting" ref="77e5f3cf85ddfeea6530100944f27653" args="(bool m)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iInstancingMeshCommonState::SetShadowCasting           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>m</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set shadowing. 
<p>
By default instancing objects will cast shadows (during the static lighting phase). You can disable this here. 
</div>
</div><p>
<a class="anchor" name="1ec9c8ec57dce78c645180e8ababf446"></a><!-- doxytag: member="iInstancingMeshCommonState::SetShadowReceiving" ref="1ec9c8ec57dce78c645180e8ababf446" args="(bool m)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void iInstancingMeshCommonState::SetShadowReceiving           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>m</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td width="100%"><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Set shadow receiving on. 
<p>
By default this is disabled in which case the instancing object will receive all lighting information dynamically but without shadows. If this is enabled then the lighting system resembles more the lighting system with things which static and pseudo-dynamic lighting. In this case there will be shadows on the instancing instance. 
</div>
</div><p>
<hr>The documentation for this struct was generated from the following file:<ul>
<li>imesh/<a class="el" href="instmesh_8h-source.html">instmesh.h</a></ul>
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