<!DOCTYPE html PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html401/loose.dtd"> <html> <!-- Created by texi2html 1.76 --> <!-- Written by: Lionel Cons <Lionel.Cons@cern.ch> (original author) Karl Berry <karl@freefriends.org> Olaf Bachmann <obachman@mathematik.uni-kl.de> and many others. Maintained by: Many creative people <dev@texi2html.cvshome.org> Send bugs and suggestions to <users@texi2html.cvshome.org> --> <head> <title>Crystal Space 1.2.1: 4.9.8.3 Entities</title> <meta name="description" content="Crystal Space 1.2.1: 4.9.8.3 Entities"> <meta name="keywords" content="Crystal Space 1.2.1: 4.9.8.3 Entities"> <meta name="resource-type" content="document"> <meta name="distribution" content="global"> <meta name="Generator" content="texi2html 1.76"> <meta http-equiv="Content-Type" content="text/html; charset=us-ascii"> <style type="text/css"> <!-- a.summary-letter {text-decoration: none} pre.display {font-family: serif} pre.format {font-family: serif} pre.menu-comment {font-family: serif} pre.menu-preformatted {font-family: serif} pre.smalldisplay {font-family: serif; font-size: smaller} pre.smallexample {font-size: smaller} pre.smallformat {font-family: serif; font-size: smaller} pre.smalllisp {font-size: smaller} span.sansserif {font-family:sans-serif; font-weight:normal;} ul.toc {list-style: none} --> </style> </head> <body lang="en" bgcolor="#FFFFFF" text="#000000" link="#0000FF" vlink="#800080" alink="#FF0000"> <a name="VIS-entities"></a> <a name="0"></a> <table cellpadding="1" cellspacing="1" border="0"> <tr><td valign="middle" align="left">[<a href="VIS-cullers.html#0" title="Previous section in reading order"> < </a>]</td> <td valign="middle" align="left">[<a href="VIS-sector-structure.html#0" title="Next section in reading order"> > </a>]</td> <td valign="middle" align="left"> </td> <td valign="middle" align="left">[<a href="Using-Crystal-Space.html#0" title="Beginning of this chapter or previous chapter"> << </a>]</td> <td valign="middle" align="left">[<a href="Visibility-Culling.html#0" title="Up section"> Up </a>]</td> <td valign="middle" align="left">[<a href="Working-with-Engine-Content.html#0" title="Next chapter"> >> </a>]</td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left"> </td> <td valign="middle" align="left">[<a href="index.html#SEC_Top" title="Cover (top) of document">Top</a>]</td> <td valign="middle" align="left">[<a href="cs_toc.html#SEC_Contents" title="Table of contents">Contents</a>]</td> <td valign="middle" align="left">[<a href="cs_Index.html#0" title="Index">Index</a>]</td> <td valign="middle" align="left">[<a href="cs_abt.html#SEC_About" title="About (help)"> ? </a>]</td> </tr></table> <hr size="1"> <h4 class="subsubsection"> 4.9.8.3 Entities </h4> <p>But first lets discuss the type of entities that Crystal Space supports. We already saw sectors above. These are the main containers for all the entities below. </p> <a name="1"></a> <h4 class="subsubheading"> Sprites or Models </h4> <p>Crystal Space supports (among others) both 3D and 2D sprites. A 3D sprite is basically a set of triangles or a triangle mesh. I will not go into much more detail here because this document is related to visibility. A 2D sprite is a general polygon which always faces the camera. Both are considered detail objects (more on that later). </p> <a name="2"></a> <h4 class="subsubheading"> Things </h4> <p>Things are general objects used to define the basic geometry in a level. They can move and rotate but in general their most important use is to define level geometry (i.e. walls, floor, ceiling, a painting on the wall, a staircase, a chair, etc.). Small and detailed things will be tagged as detail objects. </p> <a name="3"></a> <h4 class="subsubheading"> Curved Surfaces </h4> <p>Curved surfaces are implemented in a separate mesh object. They are usually considered as detail objects. </p> <a name="4"></a> <h4 class="subsubheading"> Terrain Surfaces </h4> <p>A terrain surface is a large entity that can be in a sector. It is not a detail object (obviously). Handling of terrain and visibility is not ready yet. We need to do more work on this part. At this moment the terrain engine already has a visibility algorithm inside which is used for visibility culling of its own triangles but this algorithm should also be used to cull objects that are on the terrain. </p> <hr size="1"> <p> <font size="-1"> This document was generated using <a href="http://texi2html.cvshome.org/"><em>texi2html 1.76</em></a>. </font> <br> </p> </body> </html>