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<h1>csgfx/vertexlight.h File Reference</h1>Attenuation functors. <a href="#_details">More...</a>
<p>
<code>#include &quot;<a class="el" href="csqsqrt_8h-source.html">csqsqrt.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="math_8h-source.html">csgeom/math.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="transfrm_8h-source.html">csgeom/transfrm.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="vector3_8h-source.html">csgeom/vector3.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="lightsvcache_8h-source.html">csgfx/lightsvcache.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="vertexlistwalker_8h-source.html">csgfx/vertexlistwalker.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="cscolor_8h-source.html">csutil/cscolor.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="rbuflock_8h-source.html">cstool/rbuflock.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="light_8h-source.html">iengine/light.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="movable_8h-source.html">iengine/movable.h</a>&quot;</code><br>
<code>#include &quot;<a class="el" href="shader_8h-source.html">ivideo/shader/shader.h</a>&quot;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structcsCLQAttenuation.html">csCLQAttenuation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsDirectionalLightProc.html">csDirectionalLightProc&lt; AttenuationProc &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsDirectionalLightProc_1_1PerVertex.html">csDirectionalLightProc&lt; AttenuationProc &gt;::PerVertex</a></td></tr>

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

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structcsLightProperties.html">csLightProperties</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structcsLinearAttenuation.html">csLinearAttenuation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structcsNoAttenuation.html">csNoAttenuation</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsPointLightProc.html">csPointLightProc&lt; AttenuationProc &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsPointLightProc_1_1PerVertex.html">csPointLightProc&lt; AttenuationProc &gt;::PerVertex</a></td></tr>

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

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsSpotLightProc.html">csSpotLightProc&lt; AttenuationProc &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsSpotLightProc_1_1PerVertex.html">csSpotLightProc&lt; AttenuationProc &gt;::PerVertex</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcsVertexLightCalculator.html">csVertexLightCalculator&lt; LightProc &gt;</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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 &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structiVertexLightCalculator.html">iVertexLightCalculator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</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>
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