<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Crystal Space 1.2.1: csgfx/vertexlight.h File Reference (Crystal Space 1.2.1 Public API Reference)</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table border="0" cellpadding="0" cellspacing="0" width="100%" class="head"> <tr height="59"> <td class="head" width="202" valign="bottom" style="padding-left:0;"><a href="http://www.crystalspace3d.org/"><img src="csblur.png" width="236" height="59" alt="CrystalSpace" border="0"></a></td> <td class="head"><h2>Public API Reference</h2></td> </tr> <tr height="11"> <td colspan="2" class="headshadow" valign="top" style="padding-left:0;"><img src="csblurb.png" width="236" height="11" alt="" border="0"></td> </tr> </table> <div class="content"> <!-- Generated by Doxygen 1.5.3 --> <div class="tabs"> <ul> <li><a href="index.html"><span>Main Page</span></a></li> <li><a href="modules.html"><span>Modules</span></a></li> <li><a href="namespaces.html"><span>Namespaces</span></a></li> <li><a href="classes.html"><span>Classes</span></a></li> <li class="current"><a href="files.html"><span>Files</span></a></li> <li><a href="pages.html"><span>Related Pages</span></a></li> </ul> </div> <h1>csgfx/vertexlight.h File Reference</h1>Attenuation functors. <a href="#_details">More...</a> <p> <code>#include "<a class="el" href="csqsqrt_8h-source.html">csqsqrt.h</a>"</code><br> <code>#include "<a class="el" href="math_8h-source.html">csgeom/math.h</a>"</code><br> <code>#include "<a class="el" href="transfrm_8h-source.html">csgeom/transfrm.h</a>"</code><br> <code>#include "<a class="el" href="vector3_8h-source.html">csgeom/vector3.h</a>"</code><br> <code>#include "<a class="el" href="lightsvcache_8h-source.html">csgfx/lightsvcache.h</a>"</code><br> <code>#include "<a class="el" href="vertexlistwalker_8h-source.html">csgfx/vertexlistwalker.h</a>"</code><br> <code>#include "<a class="el" href="cscolor_8h-source.html">csutil/cscolor.h</a>"</code><br> <code>#include "<a class="el" href="rbuflock_8h-source.html">cstool/rbuflock.h</a>"</code><br> <code>#include "<a class="el" href="light_8h-source.html">iengine/light.h</a>"</code><br> <code>#include "<a class="el" href="movable_8h-source.html">iengine/movable.h</a>"</code><br> <code>#include "<a class="el" href="shader_8h-source.html">ivideo/shader/shader.h</a>"</code><br> <p> <a href="vertexlight_8h-source.html">Go to the source code of this file.</a><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 </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsCLQAttenuation.html">csCLQAttenuation</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Constant, Linear, Quadratic attenuation Out = in /(const + distance*lin + distance^2*quad). <a href="structcsCLQAttenuation.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsDirectionalLightProc.html">csDirectionalLightProc< AttenuationProc ></a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Preform directional light lighting calculation without shadowing. <a href="classcsDirectionalLightProc.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsDirectionalLightProc_1_1PerVertex.html">csDirectionalLightProc< AttenuationProc >::PerVertex</a></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsInverseAttenuation.html">csInverseAttenuation</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Inverse linear attenuation. <a href="structcsInverseAttenuation.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsLightProperties.html">csLightProperties</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Light properties, as needed by the attenuation and lighting functors. <a href="structcsLightProperties.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsLinearAttenuation.html">csLinearAttenuation</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Linear attenuation. <a href="structcsLinearAttenuation.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsNoAttenuation.html">csNoAttenuation</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">No attenuation. <a href="structcsNoAttenuation.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsPointLightProc.html">csPointLightProc< AttenuationProc ></a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Preform pointlight lighting calculation without shadowing. <a href="classcsPointLightProc.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsPointLightProc_1_1PerVertex.html">csPointLightProc< AttenuationProc >::PerVertex</a></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structcsRealisticAttenuation.html">csRealisticAttenuation</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Inverse quadratic attenuation. <a href="structcsRealisticAttenuation.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsSpotLightProc.html">csSpotLightProc< AttenuationProc ></a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Perform spotlight lighting calculation without shadowing. <a href="classcsSpotLightProc.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsSpotLightProc_1_1PerVertex.html">csSpotLightProc< AttenuationProc >::PerVertex</a></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">class </td><td class="memItemRight" valign="bottom"><a class="el" href="classcsVertexLightCalculator.html">csVertexLightCalculator< LightProc ></a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight"><a class="el" href="structiVertexLightCalculator.html" title="Interface to calculate lighting for a number of vertices.">iVertexLightCalculator</a> implementation that takes one of <a class="el" href="classcsPointLightProc.html" title="Preform pointlight lighting calculation without shadowing.">csPointLightProc</a>, <a class="el" href="classcsDirectionalLightProc.html" title="Preform directional light lighting calculation without shadowing.">csDirectionalLightProc</a> or <a class="el" href="classcsSpotLightProc.html" title="Perform spotlight lighting calculation without shadowing.">csSpotLightProc</a> for <em>LightProc</em> to compute lighting for a light of the respective type. <a href="classcsVertexLightCalculator.html#_details">More...</a><br></td></tr> <tr><td class="memItemLeft" nowrap align="right" valign="top">struct </td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html">iVertexLightCalculator</a></td></tr> <tr><td class="mdescLeft"> </td><td class="mdescRight">Interface to calculate lighting for a number of vertices. <a href="structiVertexLightCalculator.html#_details">More...</a><br></td></tr> </table> <hr><a name="_details"></a><h2>Detailed Description</h2> Attenuation functors. <p> <p>Definition in file <a class="el" href="vertexlight_8h-source.html">vertexlight.h</a>.</p> <hr size="1"><address><small>Generated for Crystal Space 1.2.1 by <a href="http://www.doxygen.org/index.html">doxygen</a> 1.5.3 </small></address> </div></body> </html>