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irr::video Namespace Reference

The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here. More...


Classes

class  IGPUProgrammingServices
 Interface making it possible to create and use programs running on the GPU. More...
class  IImage
 Interface for software image data. More...
class  IImageLoader
 Class which is able to create a image from a file. More...
class  IImageWriter
 Interface for writing software image data. More...
class  IMaterialRenderer
 Interface for material rendering. More...
class  IMaterialRendererServices
 Interface providing some methods for changing advanced, internal states of a IVideoDriver. More...
class  IShaderConstantSetCallBack
 Interface making it possible to set constants for gpu programs every frame. More...
class  ITexture
 Interface of a Video Driver dependent Texture. More...
class  IVideoDriver
 Interface to driver which is able to perform 2d and 3d graphics functions. More...
class  IVideoModeList
 A list of all available video modes. More...
struct  S3DVertex
 standard vertex used by the Irrlicht engine. More...
struct  S3DVertex2TCoords
 Vertex with two texture coordinates. More...
struct  S3DVertexTangents
 Vertex with a tangent and binormal vector. More...
class  SColor
 Class representing a 32 bit ARGB color. More...
class  SColorf
 Class representing a color with four floats. More...
class  SColorHSL
 Class representing a color in HSV format. More...
struct  SExposedVideoData
 structure for holding data describing a driver and operating system specific data. More...
struct  SLight
 structure for holding data describing a dynamic point light. More...
class  SMaterial
 Struct for holding parameters for a material renderer. More...
class  SMaterialLayer
 Struct for holding material parameters which exist per texture layer. More...
struct  SOverrideMaterial

Enumerations

enum  E_ALPHA_SOURCE { EAS_NONE = 0, EAS_VERTEX_COLOR, EAS_TEXTURE }
 Source of the alpha value to take. More...
enum  E_ANTI_ALIASING_MODE {
  EAAM_OFF = 0, EAAM_SIMPLE = 1, EAAM_QUALITY = 3, EAAM_LINE_SMOOTH = 4,
  EAAM_POINT_SMOOTH = 8, EAAM_FULL_BASIC = 15, EAAM_ALPHA_TO_COVERAGE = 16
}
 These flags are used to specify the anti-aliasing and smoothing modes. More...
enum  E_BLEND_FACTOR {
  EBF_ZERO = 0, EBF_ONE, EBF_DST_COLOR, EBF_ONE_MINUS_DST_COLOR,
  EBF_SRC_COLOR, EBF_ONE_MINUS_SRC_COLOR, EBF_SRC_ALPHA, EBF_ONE_MINUS_SRC_ALPHA,
  EBF_DST_ALPHA, EBF_ONE_MINUS_DST_ALPHA, EBF_SRC_ALPHA_SATURATE
}
 Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor. More...
enum  E_COLOR_MATERIAL {
  ECM_NONE = 0, ECM_DIFFUSE, ECM_AMBIENT, ECM_EMISSIVE,
  ECM_SPECULAR, ECM_DIFFUSE_AND_AMBIENT
}
 These flags allow to define the interpretation of vertex color when lighting is enabled. More...
enum  E_COLOR_PLANE {
  ECP_NONE = 0, ECP_ALPHA = 1, ECP_RED = 2, ECP_GREEN = 4,
  ECP_BLUE = 8, ECP_RGB = 14, ECP_ALL = 15
}
 Enum values for enabling/disabling color planes for rendering. More...
enum  E_COMPARISON_FUNC {
  ECFN_NEVER = 0, ECFN_LESSEQUAL = 1, ECFN_EQUAL = 2, ECFN_LESS,
  ECFN_NOTEQUAL, ECFN_GREATEREQUAL, ECFN_GREATER, ECFN_ALWAYS
}
 Comparison function, e.g. for depth buffer test. More...
enum  E_DRIVER_TYPE {
  EDT_NULL, EDT_SOFTWARE, EDT_BURNINGSVIDEO, EDT_DIRECT3D8,
  EDT_DIRECT3D9, EDT_OPENGL
}
 An enum for all types of drivers the Irrlicht Engine supports. More...
enum  E_FOG_TYPE { EFT_FOG_EXP = 0, EFT_FOG_LINEAR, EFT_FOG_EXP2 }
 Enum for the types of fog distributions to choose from. More...
enum  E_INDEX_TYPE { EIT_16BIT = 0, EIT_32BIT }
enum  E_LIGHT_TYPE { ELT_POINT, ELT_SPOT, ELT_DIRECTIONAL }
 Enumeration for different types of lights. More...
enum  E_LOST_RESSOURCE { ELR_DEVICE = 1, ELR_TEXTURES = 2, ELR_RTTS = 4, ELR_HW_BUFFERS = 8 }
 enumeration for signalling ressources which were lost after the last render cycle More...
enum  E_MATERIAL_FLAG {
  EMF_WIREFRAME = 0x1, EMF_POINTCLOUD = 0x2, EMF_GOURAUD_SHADING = 0x4, EMF_LIGHTING = 0x8,
  EMF_ZBUFFER = 0x10, EMF_ZWRITE_ENABLE = 0x20, EMF_BACK_FACE_CULLING = 0x40, EMF_FRONT_FACE_CULLING = 0x80,
  EMF_BILINEAR_FILTER = 0x100, EMF_TRILINEAR_FILTER = 0x200, EMF_ANISOTROPIC_FILTER = 0x400, EMF_FOG_ENABLE = 0x800,
  EMF_NORMALIZE_NORMALS = 0x1000, EMF_TEXTURE_WRAP = 0x2000, EMF_ANTI_ALIASING = 0x4000, EMF_COLOR_MASK = 0x8000,
  EMF_COLOR_MATERIAL = 0x10000
}
 Material flags. More...
enum  E_MATERIAL_TYPE {
  EMT_SOLID = 0, EMT_SOLID_2_LAYER, EMT_LIGHTMAP, EMT_LIGHTMAP_ADD,
  EMT_LIGHTMAP_M2, EMT_LIGHTMAP_M4, EMT_LIGHTMAP_LIGHTING, EMT_LIGHTMAP_LIGHTING_M2,
  EMT_LIGHTMAP_LIGHTING_M4, EMT_DETAIL_MAP, EMT_SPHERE_MAP, EMT_REFLECTION_2_LAYER,
  EMT_TRANSPARENT_ADD_COLOR, EMT_TRANSPARENT_ALPHA_CHANNEL, EMT_TRANSPARENT_ALPHA_CHANNEL_REF, EMT_TRANSPARENT_VERTEX_ALPHA,
  EMT_TRANSPARENT_REFLECTION_2_LAYER, EMT_NORMAL_MAP_SOLID, EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR, EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
  EMT_PARALLAX_MAP_SOLID, EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR, EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA, EMT_ONETEXTURE_BLEND,
  EMT_FORCE_32BIT = 0x7fffffff
}
 Abstracted and easy to use fixed function/programmable pipeline material modes. More...
enum  E_MODULATE_FUNC { EMFN_MODULATE_1X = 1, EMFN_MODULATE_2X = 2, EMFN_MODULATE_4X = 4 }
 MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X. More...
enum  E_PIXEL_SHADER_TYPE {
  EPST_PS_1_1 = 0, EPST_PS_1_2, EPST_PS_1_3, EPST_PS_1_4,
  EPST_PS_2_0, EPST_PS_2_a, EPST_PS_2_b, EPST_PS_3_0,
  EPST_COUNT
}
 Compile target enumeration for the addHighLevelShaderMaterial() method. More...
enum  E_RENDER_TARGET {
  ERT_FRAME_BUFFER = 0, ERT_STEREO_LEFT_BUFFER = 0, ERT_RENDER_TEXTURE, ERT_STEREO_RIGHT_BUFFER,
  ERT_STEREO_BOTH_BUFFERS, ERT_AUX_BUFFER0, ERT_AUX_BUFFER1, ERT_AUX_BUFFER2,
  ERT_AUX_BUFFER3, ERT_AUX_BUFFER4
}
 Special render targets, which usually map to dedicated hardware. More...
enum  E_TEXTURE_CLAMP {
  ETC_REPEAT = 0, ETC_CLAMP, ETC_CLAMP_TO_EDGE, ETC_CLAMP_TO_BORDER,
  ETC_MIRROR
}
 Texture coord clamp mode outside [0.0, 1.0]. More...
enum  E_TEXTURE_CREATION_FLAG {
  ETCF_ALWAYS_16_BIT = 0x00000001, ETCF_ALWAYS_32_BIT = 0x00000002, ETCF_OPTIMIZED_FOR_QUALITY = 0x00000004, ETCF_OPTIMIZED_FOR_SPEED = 0x00000008,
  ETCF_CREATE_MIP_MAPS = 0x00000010, ETCF_NO_ALPHA_CHANNEL = 0x00000020, ETCF_ALLOW_NON_POWER_2 = 0x00000040, ETCF_FORCE_32_BIT_DO_NOT_USE = 0x7fffffff
}
 Enumeration flags telling the video driver in which format textures should be created. More...
enum  E_TRANSFORMATION_STATE {
  ETS_VIEW = 0, ETS_WORLD, ETS_PROJECTION, ETS_TEXTURE_0,
  ETS_TEXTURE_1, ETS_TEXTURE_2, ETS_TEXTURE_3, ETS_COUNT
}
 enumeration for geometry transformation states More...
enum  E_VERTEX_SHADER_TYPE {
  EVST_VS_1_1 = 0, EVST_VS_2_0, EVST_VS_2_a, EVST_VS_3_0,
  EVST_COUNT
}
 Compile target enumeration for the addHighLevelShaderMaterial() method. More...
enum  E_VERTEX_TYPE { EVT_STANDARD = 0, EVT_2TCOORDS, EVT_TANGENTS }
 Enumeration for all vertex types there are. More...
enum  E_VIDEO_DRIVER_FEATURE {
  EVDF_RENDER_TO_TARGET = 0, EVDF_HARDWARE_TL, EVDF_MULTITEXTURE, EVDF_BILINEAR_FILTER,
  EVDF_MIP_MAP, EVDF_MIP_MAP_AUTO_UPDATE, EVDF_STENCIL_BUFFER, EVDF_VERTEX_SHADER_1_1,
  EVDF_VERTEX_SHADER_2_0, EVDF_VERTEX_SHADER_3_0, EVDF_PIXEL_SHADER_1_1, EVDF_PIXEL_SHADER_1_2,
  EVDF_PIXEL_SHADER_1_3, EVDF_PIXEL_SHADER_1_4, EVDF_PIXEL_SHADER_2_0, EVDF_PIXEL_SHADER_3_0,
  EVDF_ARB_VERTEX_PROGRAM_1, EVDF_ARB_FRAGMENT_PROGRAM_1, EVDF_ARB_GLSL, EVDF_HLSL,
  EVDF_TEXTURE_NSQUARE, EVDF_TEXTURE_NPOT, EVDF_FRAMEBUFFER_OBJECT, EVDF_VERTEX_BUFFER_OBJECT,
  EVDF_ALPHA_TO_COVERAGE, EVDF_COLOR_MASK, EVDF_COUNT
}
 enumeration for querying features of the video driver. More...
enum  ECOLOR_FORMAT {
  ECF_A1R5G5B5 = 0, ECF_R5G6B5, ECF_R8G8B8, ECF_A8R8G8B8,
  ECF_R16F, ECF_G16R16F, ECF_A16B16G16R16F, ECF_R32F,
  ECF_G32R32F, ECF_A32B32G32R32F, ECF_UNKNOWN
}
 An enum for the color format of textures used by the Irrlicht Engine. More...

Functions

u32 A1R5G5B5toA8R8G8B8 (u16 color)
 Convert A8R8G8B8 Color from A1R5G5B5 color.
u16 A1R5G5B5toR5G6B5 (u16 color)
 Returns R5G6B5 Color from A1R5G5B5 color.
u16 A8R8G8B8toA1R5G5B5 (u32 color)
 Converts a 32bit (A8R8G8B8) color to a 16bit A1R5G5B5 color.
u16 A8R8G8B8toR5G6B5 (u32 color)
 Converts a 32bit (A8R8G8B8) color to a 16bit R5G6B5 color.
u32 getAlpha (u16 color)
 Returns the alpha component from A1R5G5B5 color.
s32 getAverage (s16 color)
 Returns the average from a 16 bit A1R5G5B5 color.
u32 getBlue (u16 color)
 Returns the blue component from A1R5G5B5 color.
u32 getGreen (u16 color)
 Returns the green component from A1R5G5B5 color.
u32 getRed (u16 color)
 Returns the red component from A1R5G5B5 color.
E_TEXTURE_CREATION_FLAG getTextureFormatFromFlags (u32 flags)
 Helper function, helps to get the desired texture creation format from the flags.
u32 getVertexPitchFromType (E_VERTEX_TYPE vertexType)
f32 pack_texureBlendFunc (const E_BLEND_FACTOR srcFact, const E_BLEND_FACTOR dstFact, const E_MODULATE_FUNC modulate=EMFN_MODULATE_1X, const u32 alphaSource=EAS_TEXTURE)
 EMT_ONETEXTURE_BLEND: pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam.
u16 R5G6B5toA1R5G5B5 (u16 color)
 Returns A1R5G5B5 Color from R5G6B5 color.
u32 R5G6B5toA8R8G8B8 (u16 color)
 Returns A8R8G8B8 Color from R5G6B5 color.
u16 RGB16 (u32 r, u32 g, u32 b)
 Creates a 16 bit A1R5G5B5 color.
u16 RGB16from16 (u16 r, u16 g, u16 b)
 Creates a 16bit A1R5G5B5 color, based on 16bit input values.
u16 RGBA16 (u32 r, u32 g, u32 b, u32 a=0xFF)
 Creates a 16 bit A1R5G5B5 color.
bool textureBlendFunc_hasAlpha (const E_BLEND_FACTOR factor)
 EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending.
void unpack_texureBlendFunc (E_BLEND_FACTOR &srcFact, E_BLEND_FACTOR &dstFact, E_MODULATE_FUNC &modulo, u32 &alphaSource, const f32 param)
 EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam.
u16 X8R8G8B8toA1R5G5B5 (u32 color)
 Converts a 32bit (X8R8G8B8) color to a 16bit A1R5G5B5 color.

Variables

IRRLICHT_API SMaterial IdentityMaterial
 global const identity Material
const c8 *const LightTypeNames []
 Names for light types.
const u32 MATERIAL_MAX_TEXTURES = _IRR_MATERIAL_MAX_TEXTURES_
 Maximum number of texture an SMaterial can have.
const c8 *const PIXEL_SHADER_TYPE_NAMES []
 Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.
const char *const sBuiltInMaterialTypeNames []
 Array holding the built in material type names.
const char *const sBuiltInVertexTypeNames []
 Array holding the built in vertex type names.
const c8 *const VERTEX_SHADER_TYPE_NAMES []
 Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.


Detailed Description

The video namespace contains classes for accessing the video driver. All 2d and 3d rendering is done here.

Enumeration Type Documentation

Source of the alpha value to take.

This is currently only supported in EMT_ONETEXTURE_BLEND. You can use an or'ed combination of values. Alpha values are modulated (multiplicated).

Enumerator:
EAS_NONE  Use no alpha, somewhat redundant with other settings.
EAS_VERTEX_COLOR  Use vertex color alpha.
EAS_TEXTURE  Use texture alpha channel.

Definition at line 89 of file SMaterial.h.

These flags are used to specify the anti-aliasing and smoothing modes.

Techniques supported are multisampling, geometry smoothing, and alpha to coverage. Some drivers don't support a per-material setting of the anti-aliasing modes. In those cases, FSAA/multisampling is defined by the device mode chosen upon creation via irr::SIrrCreationParameters.

Enumerator:
EAAM_OFF  Use to turn off anti-aliasing for this material.
EAAM_SIMPLE  Default anti-aliasing mode.
EAAM_QUALITY  High-quality anti-aliasing, not always supported, automatically enables SIMPLE mode.
EAAM_LINE_SMOOTH  Line smoothing.
EAAM_POINT_SMOOTH  point smoothing, often in software and slow, only with OpenGL
EAAM_FULL_BASIC  All typical anti-alias and smooth modes.
EAAM_ALPHA_TO_COVERAGE  Enhanced anti-aliasing for transparent materials.

Usually used with EMT_TRANSPARENT_ALPHA_REF and multisampling.

Definition at line 143 of file SMaterial.h.

Flag for EMT_ONETEXTURE_BLEND, ( BlendFactor ) BlendFunc = source * sourceFactor + dest * destFactor.

Enumerator:
EBF_ZERO  src & dest (0, 0, 0, 0)
EBF_ONE  src & dest (1, 1, 1, 1)
EBF_DST_COLOR  src (destR, destG, destB, destA)
EBF_ONE_MINUS_DST_COLOR  src (1-destR, 1-destG, 1-destB, 1-destA)
EBF_SRC_COLOR  dest (srcR, srcG, srcB, srcA)
EBF_ONE_MINUS_SRC_COLOR  dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
EBF_SRC_ALPHA  src & dest (srcA, srcA, srcA, srcA)
EBF_ONE_MINUS_SRC_ALPHA  src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
EBF_DST_ALPHA  src & dest (destA, destA, destA, destA)
EBF_ONE_MINUS_DST_ALPHA  src & dest (1-destA, 1-destA, 1-destA, 1-destA)
EBF_SRC_ALPHA_SATURATE  src (min(srcA, 1-destA), idem, ...)

Definition at line 23 of file SMaterial.h.

These flags allow to define the interpretation of vertex color when lighting is enabled.

Without lighting being enabled the vertex color is the only value defining the fragment color. Once lighting is enabled, the four values for diffuse, ambient, emissive, and specular take over. With these flags it is possible to define which lighting factor shall be defined by the vertex color instead of the lighting factor which is the same for all faces of that material. The default is to use vertex color for the diffuse value, another pretty common value is to use vertex color for both diffuse and ambient factor.

Enumerator:
ECM_NONE  Don't use vertex color for lighting.
ECM_DIFFUSE  Use vertex color for diffuse light, this is default.
ECM_AMBIENT  Use vertex color for ambient light.
ECM_EMISSIVE  Use vertex color for emissive light.
ECM_SPECULAR  Use vertex color for specular light.
ECM_DIFFUSE_AND_AMBIENT  Use vertex color for both diffuse and ambient light.

Definition at line 169 of file SMaterial.h.

Enum values for enabling/disabling color planes for rendering.

Enumerator:
ECP_NONE  No color enabled.
ECP_ALPHA  Alpha enabled.
ECP_RED  Red enabled.
ECP_GREEN  Green enabled.
ECP_BLUE  Blue enabled.
ECP_RGB  All colors, no alpha.
ECP_ALL  All planes enabled.

Definition at line 68 of file SMaterial.h.

Comparison function, e.g. for depth buffer test.

Enumerator:
ECFN_NEVER  Test never succeeds, this equals disable.
ECFN_LESSEQUAL  <= test, default for e.g. depth test
ECFN_EQUAL  Exact equality.
ECFN_LESS  exclusive less comparison, i.e. <
ECFN_NOTEQUAL  Succeeds almost always, except for exact equality.
ECFN_GREATEREQUAL  >= test
ECFN_GREATER  inverse of <=
ECFN_ALWAYS  test succeeds always

Definition at line 47 of file SMaterial.h.

An enum for all types of drivers the Irrlicht Engine supports.

Enumerator:
EDT_NULL  Null driver, useful for applications to run the engine without visualisation.

The null device is able to load textures, but does not render and display any graphics.

EDT_SOFTWARE  The Irrlicht Engine Software renderer.

Runs on all platforms, with every hardware. It should only be used for 2d graphics, but it can also perform some primitive 3d functions. These 3d drawing functions are quite fast, but very inaccurate, and don't even support clipping in 3D mode.

EDT_BURNINGSVIDEO  The Burning's Software Renderer, an alternative software renderer.

Basically it can be described as the Irrlicht Software renderer on steroids. It rasterizes 3D geometry perfectly: It is able to perform correct 3d clipping, perspective correct texture mapping, perspective correct color mapping, and renders sub pixel correct, sub texel correct primitives. In addition, it does bilinear texel filtering and supports more materials than the EDT_SOFTWARE driver. This renderer has been written entirely by Thomas Alten, thanks a lot for this huge contribution.

EDT_DIRECT3D8  Direct3D8 device, only available on Win32 platforms.

Performs hardware accelerated rendering of 3D and 2D primitives.

EDT_DIRECT3D9  Direct3D 9 device, only available on Win32 platforms.

Performs hardware accelerated rendering of 3D and 2D primitives.

EDT_OPENGL  OpenGL device, available on most platforms.

Performs hardware accelerated rendering of 3D and 2D primitives.

Definition at line 14 of file EDriverTypes.h.

Enum for the types of fog distributions to choose from.

Enumerator:
EFT_FOG_EXP 
EFT_FOG_LINEAR 
EFT_FOG_EXP2 

Definition at line 128 of file IVideoDriver.h.

Enumerator:
EIT_16BIT 
EIT_32BIT 

Definition at line 15 of file SVertexIndex.h.

Enumeration for different types of lights.

Enumerator:
ELT_POINT  point light, it has a position in space and radiates light in all directions
ELT_SPOT  spot light, it has a position in space, a direction, and a limited cone of influence
ELT_DIRECTIONAL  directional light, coming from a direction from an infinite distance

Definition at line 16 of file SLight.h.

enumeration for signalling ressources which were lost after the last render cycle

These values can be signalled by the driver, telling the app that some ressources were lost and need to be recreated. Irrlicht will sometimes recreate the actual objects, but the content needs to be recreated by the application.

Enumerator:
ELR_DEVICE  The whole device/driver is lost.
ELR_TEXTURES  All texture are lost, rare problem.
ELR_RTTS  The Render Target Textures are lost, typical problem for D3D.
ELR_HW_BUFFERS  The HW buffers are lost, will be recreated automatically, but might require some more time this frame.

Definition at line 89 of file IVideoDriver.h.

Material flags.

Enumerator:
EMF_WIREFRAME  Draw as wireframe or filled triangles? Default: false.
EMF_POINTCLOUD  Draw as point cloud or filled triangles? Default: false.
EMF_GOURAUD_SHADING  Flat or Gouraud shading? Default: true.
EMF_LIGHTING  Will this material be lighted? Default: true.
EMF_ZBUFFER  Is the ZBuffer enabled? Default: true.
EMF_ZWRITE_ENABLE  May be written to the zbuffer or is it readonly. Default: true.

This flag is ignored, if the material type is a transparent type.

EMF_BACK_FACE_CULLING  Is backface culling enabled? Default: true.
EMF_FRONT_FACE_CULLING  Is frontface culling enabled? Default: false.

Overrides EMF_BACK_FACE_CULLING if both are enabled.

EMF_BILINEAR_FILTER  Is bilinear filtering enabled? Default: true.
EMF_TRILINEAR_FILTER  Is trilinear filtering enabled? Default: false.

If the trilinear filter flag is enabled, the bilinear filtering flag is ignored.

EMF_ANISOTROPIC_FILTER  Is anisotropic filtering? Default: false.

In Irrlicht you can use anisotropic texture filtering in conjunction with bilinear or trilinear texture filtering to improve rendering results. Primitives will look less blurry with this flag switched on.

EMF_FOG_ENABLE  Is fog enabled? Default: false.
EMF_NORMALIZE_NORMALS  Normalizes normals. Default: false.

You can enable this if you need to scale a dynamic lighted model. Usually, its normals will get scaled too then and it will get darker. If you enable the EMF_NORMALIZE_NORMALS flag, the normals will be normalized again, and the model will look as bright as it should.

EMF_TEXTURE_WRAP  Access to all layers texture wrap settings. Overwrites separate layer settings.
EMF_ANTI_ALIASING  AntiAliasing mode.
EMF_COLOR_MASK  ColorMask bits, for enabling the color planes.
EMF_COLOR_MATERIAL  ColorMaterial enum for vertex color interpretation.

Definition at line 14 of file EMaterialFlags.h.

Abstracted and easy to use fixed function/programmable pipeline material modes.

Enumerator:
EMT_SOLID  Standard solid material.

Only first texture is used, which is supposed to be the diffuse material.

EMT_SOLID_2_LAYER  Solid material with 2 texture layers.

The second is blended onto the first using the alpha value of the vertex colors. This material is currently not implemented in OpenGL.

EMT_LIGHTMAP  Material type with standard lightmap technique.

There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored.

EMT_LIGHTMAP_ADD  Material type with lightmap technique like EMT_LIGHTMAP.

But lightmap and diffuse texture are added instead of modulated.

EMT_LIGHTMAP_M2  Material type with standard lightmap technique.

There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplied by 2 for brightening. Like known in DirectX as D3DTOP_MODULATE2X.

EMT_LIGHTMAP_M4  Material type with standard lightmap technique.

There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplyied by 4 for brightening. Like known in DirectX as D3DTOP_MODULATE4X.

EMT_LIGHTMAP_LIGHTING  Like EMT_LIGHTMAP, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M2  Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
EMT_LIGHTMAP_LIGHTING_M4  Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
EMT_DETAIL_MAP  Detail mapped material.

The first texture is diffuse color map, the second is added to this and usually displayed with a bigger scale value so that it adds more detail. The detail map is added to the diffuse map using ADD_SIGNED, so that it is possible to add and substract color from the diffuse map. For example a value of (127,127,127) will not change the appearance of the diffuse map at all. Often used for terrain rendering.

EMT_SPHERE_MAP  Look like a reflection of the environment around it.

To make this possible, a texture called 'sphere map' is used, which must be set as the first texture.

EMT_REFLECTION_2_LAYER  A reflecting material with an optional non reflecting texture layer.

The reflection map should be set as first texture.

EMT_TRANSPARENT_ADD_COLOR  A transparent material.

Only the first texture is used. The new color is calculated by simply adding the source color and the dest color. This means if for example a billboard using a texture with black background and a red circle on it is drawn with this material, the result is that only the red circle will be drawn a little bit transparent, and everything which was black is 100% transparent and not visible. This material type is useful for particle effects.

EMT_TRANSPARENT_ALPHA_CHANNEL  Makes the material transparent based on the texture alpha channel.

The final color is blended together from the destination color and the texture color, using the alpha channel value as blend factor. Only first texture is used. If you are using this material with small textures, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()). Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam. This value controls how sharp the edges become when going from a transparent to a solid spot on the texture.

EMT_TRANSPARENT_ALPHA_CHANNEL_REF  Makes the material transparent based on the texture alpha channel.

If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. This material does not use alpha blending and is a lot faster than EMT_TRANSPARENT_ALPHA_CHANNEL. It is ideal for drawing stuff like leafes of plants, because the borders are not blurry but sharp. Only first texture is used. If you are using this material with small textures and 3d object, it is a good idea to load the texture in 32 bit mode (video::IVideoDriver::setTextureCreationFlag()).

EMT_TRANSPARENT_VERTEX_ALPHA  Makes the material transparent based on the vertex alpha value.
EMT_TRANSPARENT_REFLECTION_2_LAYER  A transparent reflecting material with an optional additional non reflecting texture layer.

The reflection map should be set as first texture. The transparency depends on the alpha value in the vertex colors. A texture which will not reflect can be set as second texture. Please note that this material type is currently not 100% implemented in OpenGL.

EMT_NORMAL_MAP_SOLID  A solid normal map renderer.

First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen.

EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR  A transparent normal map renderer.

First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen.

EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA  A transparent (based on the vertex alpha value) normal map renderer.

First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into this format using IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen.

EMT_PARALLAX_MAP_SOLID  Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.

Looks a lot more realistic. This only works when the hardware supports at least vertex shader 1.1 and pixel shader 1.4. First texture is the color map, the second should be the normal map. The normal map texture should contain the height value in the alpha component. The IVideoDriver::makeNormalMapTexture() method writes this value automatically when creating normal maps from a heightmap when using a 32 bit texture. The height scale of the material (affecting the bumpiness) is being controlled by the SMaterial::MaterialTypeParam member. If set to zero, the default value (0.02f) will be applied. Otherwise the value set in SMaterial::MaterialTypeParam is taken. This value depends on with which scale the texture is mapped on the material. Too high or low values of MaterialTypeParam can result in strange artifacts.

EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR  A material like EMT_PARALLAX_MAP_SOLID, but transparent.

Using EMT_TRANSPARENT_ADD_COLOR as base material.

EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA  A material like EMT_PARALLAX_MAP_SOLID, but transparent.

Using EMT_TRANSPARENT_VERTEX_ALPHA as base material.

EMT_ONETEXTURE_BLEND  BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC ).

Using only first texture. Generic blending method.

EMT_FORCE_32BIT  This value is not used. It only forces this enumeration to compile to 32 bit.

Definition at line 14 of file EMaterialTypes.h.

MaterialTypeParam: e.g. DirectX: D3DTOP_MODULATE, D3DTOP_MODULATE2X, D3DTOP_MODULATE4X.

Enumerator:
EMFN_MODULATE_1X 
EMFN_MODULATE_2X 
EMFN_MODULATE_4X 

Definition at line 39 of file SMaterial.h.

Compile target enumeration for the addHighLevelShaderMaterial() method.

Enumerator:
EPST_PS_1_1 
EPST_PS_1_2 
EPST_PS_1_3 
EPST_PS_1_4 
EPST_PS_2_0 
EPST_PS_2_a 
EPST_PS_2_b 
EPST_PS_3_0 
EPST_COUNT  This is not a type, but a value indicating how much types there are.

Definition at line 47 of file IGPUProgrammingServices.h.

Special render targets, which usually map to dedicated hardware.

These render targets (besides 0 and 1) need not be supported by gfx cards

Enumerator:
ERT_FRAME_BUFFER  Render target is the main color frame buffer.
ERT_STEREO_LEFT_BUFFER  Render target is the main color frame buffer.
ERT_RENDER_TEXTURE  Render target is a render texture.
ERT_STEREO_RIGHT_BUFFER  Render target is the right color buffer (left is the main buffer).
ERT_STEREO_BOTH_BUFFERS  Render to both stereo buffers at once.
ERT_AUX_BUFFER0  Auxiliary buffer 0.
ERT_AUX_BUFFER1  Auxiliary buffer 1.
ERT_AUX_BUFFER2  Auxiliary buffer 2.
ERT_AUX_BUFFER3  Auxiliary buffer 3.
ERT_AUX_BUFFER4  Auxiliary buffer 4.

Definition at line 103 of file IVideoDriver.h.

Texture coord clamp mode outside [0.0, 1.0].

Enumerator:
ETC_REPEAT  Texture repeats.
ETC_CLAMP  Texture is clamped to the last pixel.
ETC_CLAMP_TO_EDGE  Texture is clamped to the edge pixel.
ETC_CLAMP_TO_BORDER  Texture is clamped to the border pixel (if exists).
ETC_MIRROR  Texture is alternatingly mirrored (0..1..0..1..0..).

Definition at line 18 of file SMaterialLayer.h.

Enumeration flags telling the video driver in which format textures should be created.

Enumerator:
ETCF_ALWAYS_16_BIT  Forces the driver to create 16 bit textures always, independent of which format the file on disk has. When choosing this you may loose some color detail, but gain much speed and memory. 16 bit textures can be transferred twice as fast as 32 bit textures and only use half of the space in memory. When using this flag, it does not make sense to use the flags ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED at the same time.
ETCF_ALWAYS_32_BIT  Forces the driver to create 32 bit textures always, independent of which format the file on disk has. Please note that some drivers (like the software device) will ignore this, because they are only able to create and use 16 bit textures. When using this flag, it does not make sense to use the flags ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED at the same time.
ETCF_OPTIMIZED_FOR_QUALITY  Lets the driver decide in which format the textures are created and tries to make the textures look as good as possible. Usually it simply chooses the format in which the texture was stored on disk. When using this flag, it does not make sense to use the flags ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_SPEED at the same time.
ETCF_OPTIMIZED_FOR_SPEED  Lets the driver decide in which format the textures are created and tries to create them maximizing render speed. When using this flag, it does not make sense to use the flags ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_QUALITY, at the same time.
ETCF_CREATE_MIP_MAPS  Automatically creates mip map levels for the textures.
ETCF_NO_ALPHA_CHANNEL  Discard any alpha layer and use non-alpha color format.
ETCF_ALLOW_NON_POWER_2  Allow the Driver to use Non-Power-2-Textures.

BurningVideo can handle Non-Power-2 Textures in 2D (GUI), but not in 3D.

ETCF_FORCE_32_BIT_DO_NOT_USE  This flag is never used, it only forces the compiler to compile these enumeration values to 32 bit.

Definition at line 22 of file ITexture.h.

enumeration for geometry transformation states

Enumerator:
ETS_VIEW  View transformation.
ETS_WORLD  World transformation.
ETS_PROJECTION  Projection transformation.
ETS_TEXTURE_0  Texture transformation.
ETS_TEXTURE_1  Texture transformation.
ETS_TEXTURE_2  Texture transformation.
ETS_TEXTURE_3  Texture transformation.
ETS_COUNT  Not used.

Definition at line 49 of file IVideoDriver.h.

Compile target enumeration for the addHighLevelShaderMaterial() method.

Enumerator:
EVST_VS_1_1 
EVST_VS_2_0 
EVST_VS_2_a 
EVST_VS_3_0 
EVST_COUNT  This is not a type, but a value indicating how much types there are.

Definition at line 27 of file IGPUProgrammingServices.h.

Enumeration for all vertex types there are.

Enumerator:
EVT_STANDARD  Standard vertex type used by the Irrlicht engine, video::S3DVertex.
EVT_2TCOORDS  Vertex with two texture coordinates, video::S3DVertex2TCoords.

Usually used for geometry with lightmaps or other special materials.

EVT_TANGENTS  Vertex with a tangent and binormal vector, video::S3DVertexTangents.

Usually used for tangent space normal mapping.

Definition at line 18 of file S3DVertex.h.

enumeration for querying features of the video driver.

Enumerator:
EVDF_RENDER_TO_TARGET  Is driver able to render to a surface?
EVDF_HARDWARE_TL  Is hardeware transform and lighting supported?
EVDF_MULTITEXTURE  Are multiple textures per material possible?
EVDF_BILINEAR_FILTER  Is driver able to render with a bilinear filter applied?
EVDF_MIP_MAP  Can the driver handle mip maps?
EVDF_MIP_MAP_AUTO_UPDATE  Can the driver update mip maps automatically?
EVDF_STENCIL_BUFFER  Are stencilbuffers switched on and does the device support stencil buffers?
EVDF_VERTEX_SHADER_1_1  Is Vertex Shader 1.1 supported?
EVDF_VERTEX_SHADER_2_0  Is Vertex Shader 2.0 supported?
EVDF_VERTEX_SHADER_3_0  Is Vertex Shader 3.0 supported?
EVDF_PIXEL_SHADER_1_1  Is Pixel Shader 1.1 supported?
EVDF_PIXEL_SHADER_1_2  Is Pixel Shader 1.2 supported?
EVDF_PIXEL_SHADER_1_3  Is Pixel Shader 1.3 supported?
EVDF_PIXEL_SHADER_1_4  Is Pixel Shader 1.4 supported?
EVDF_PIXEL_SHADER_2_0  Is Pixel Shader 2.0 supported?
EVDF_PIXEL_SHADER_3_0  Is Pixel Shader 3.0 supported?
EVDF_ARB_VERTEX_PROGRAM_1  Are ARB vertex programs v1.0 supported?
EVDF_ARB_FRAGMENT_PROGRAM_1  Are ARB fragment programs v1.0 supported?
EVDF_ARB_GLSL  Is GLSL supported?
EVDF_HLSL  Is HLSL supported?
EVDF_TEXTURE_NSQUARE  Are non-square textures supported?
EVDF_TEXTURE_NPOT  Are non-power-of-two textures supported?
EVDF_FRAMEBUFFER_OBJECT  Are framebuffer objects supported?
EVDF_VERTEX_BUFFER_OBJECT  Are vertex buffer objects supported?
EVDF_ALPHA_TO_COVERAGE  Supports Alpha To Coverage.
EVDF_COLOR_MASK  Supports Color masks (disabling color planes in output).
EVDF_COUNT  Only used for counting the elements of this enum.

Definition at line 14 of file EDriverFeatures.h.

An enum for the color format of textures used by the Irrlicht Engine.

A color format specifies how color information is stored.

Enumerator:
ECF_A1R5G5B5  16 bit color format used by the software driver.

It is thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information.

ECF_R5G6B5  Standard 16 bit color format.
ECF_R8G8B8  24 bit color, no alpha channel, but 8 bit for red, green and blue.
ECF_A8R8G8B8  Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
ECF_R16F  16 bit floating point format using 16 bits for the red channel.

Floating Point formats. The following formats may only be used for render target textures.

ECF_G16R16F  32 bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
ECF_A16B16G16R16F  64 bit floating point format 16 bits are used for the red, green, blue and alpha channels.
ECF_R32F  32 bit floating point format using 32 bits for the red channel.
ECF_G32R32F  64 bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
ECF_A32B32G32R32F  128 bit floating point format. 32 bits are used for the red, green, blue and alpha channels.
ECF_UNKNOWN  Unknown color format:.

Definition at line 20 of file IImage.h.


Function Documentation

u32 irr::video::A1R5G5B5toA8R8G8B8 ( u16  color  )  [inline]

Convert A8R8G8B8 Color from A1R5G5B5 color.

build a nicer 32bit Color by extending dest lower bits with source high bits.

Definition at line 73 of file SColor.h.

u16 irr::video::A1R5G5B5toR5G6B5 ( u16  color  )  [inline]

Returns R5G6B5 Color from A1R5G5B5 color.

Definition at line 101 of file SColor.h.

u16 irr::video::A8R8G8B8toA1R5G5B5 ( u32  color  )  [inline]

Converts a 32bit (A8R8G8B8) color to a 16bit A1R5G5B5 color.

Definition at line 53 of file SColor.h.

Referenced by irr::video::SColor::toA1R5G5B5().

u16 irr::video::A8R8G8B8toR5G6B5 ( u32  color  )  [inline]

Converts a 32bit (A8R8G8B8) color to a 16bit R5G6B5 color.

Definition at line 63 of file SColor.h.

u32 irr::video::getAlpha ( u16  color  )  [inline]

Returns the alpha component from A1R5G5B5 color.

In Irrlicht, alpha refers to opacity.

Returns:
The alpha value of the color. 0 is transparent, 1 is opaque.

Definition at line 111 of file SColor.h.

s32 irr::video::getAverage ( s16  color  )  [inline]

Returns the average from a 16 bit A1R5G5B5 color.

Definition at line 142 of file SColor.h.

References getBlue(), getGreen(), and getRed().

u32 irr::video::getBlue ( u16  color  )  [inline]

Returns the blue component from A1R5G5B5 color.

Shift left by 3 to get 8 bit value.

Definition at line 135 of file SColor.h.

Referenced by getAverage().

u32 irr::video::getGreen ( u16  color  )  [inline]

Returns the green component from A1R5G5B5 color.

Shift left by 3 to get 8 bit value.

Definition at line 127 of file SColor.h.

Referenced by getAverage().

u32 irr::video::getRed ( u16  color  )  [inline]

Returns the red component from A1R5G5B5 color.

Shift left by 3 to get 8 bit value.

Definition at line 119 of file SColor.h.

Referenced by getAverage().

E_TEXTURE_CREATION_FLAG irr::video::getTextureFormatFromFlags ( u32  flags  )  [inline]

Helper function, helps to get the desired texture creation format from the flags.

Returns:
Either ETCF_ALWAYS_32_BIT, ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY, or ETCF_OPTIMIZED_FOR_SPEED.

Definition at line 77 of file ITexture.h.

References ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY, and ETCF_OPTIMIZED_FOR_SPEED.

u32 irr::video::getVertexPitchFromType ( E_VERTEX_TYPE  vertexType  )  [inline]

Definition at line 226 of file S3DVertex.h.

References EVT_2TCOORDS, and EVT_TANGENTS.

f32 irr::video::pack_texureBlendFunc ( const E_BLEND_FACTOR  srcFact,
const E_BLEND_FACTOR  dstFact,
const E_MODULATE_FUNC  modulate = EMFN_MODULATE_1X,
const u32  alphaSource = EAS_TEXTURE 
) [inline]

EMT_ONETEXTURE_BLEND: pack srcFact, dstFact, Modulate and alpha source to MaterialTypeParam.

alpha source can be an OR'ed combination of E_ALPHA_SOURCE values.

Definition at line 101 of file SMaterial.h.

References irr::core::FR().

u16 irr::video::R5G6B5toA1R5G5B5 ( u16  color  )  [inline]

Returns A1R5G5B5 Color from R5G6B5 color.

Definition at line 94 of file SColor.h.

u32 irr::video::R5G6B5toA8R8G8B8 ( u16  color  )  [inline]

Returns A8R8G8B8 Color from R5G6B5 color.

Definition at line 84 of file SColor.h.

u16 irr::video::RGB16 ( u32  r,
u32  g,
u32  b 
) [inline]

Creates a 16 bit A1R5G5B5 color.

Definition at line 26 of file SColor.h.

References RGBA16().

u16 irr::video::RGB16from16 ( u16  r,
u16  g,
u16  b 
) [inline]

Creates a 16bit A1R5G5B5 color, based on 16bit input values.

Definition at line 33 of file SColor.h.

u16 irr::video::RGBA16 ( u32  r,
u32  g,
u32  b,
u32  a = 0xFF 
) [inline]

Creates a 16 bit A1R5G5B5 color.

Definition at line 16 of file SColor.h.

Referenced by RGB16().

bool irr::video::textureBlendFunc_hasAlpha ( const E_BLEND_FACTOR  factor  )  [inline]

EMT_ONETEXTURE_BLEND: has BlendFactor Alphablending.

Definition at line 120 of file SMaterial.h.

References EBF_DST_ALPHA, EBF_ONE_MINUS_DST_ALPHA, EBF_ONE_MINUS_SRC_ALPHA, EBF_SRC_ALPHA, and EBF_SRC_ALPHA_SATURATE.

void irr::video::unpack_texureBlendFunc ( E_BLEND_FACTOR &  srcFact,
E_BLEND_FACTOR &  dstFact,
E_MODULATE_FUNC &  modulo,
u32 &  alphaSource,
const f32  param 
) [inline]

EMT_ONETEXTURE_BLEND: unpack srcFact & dstFact and Modulo to MaterialTypeParam.

The fields don't use the full byte range, so we could pack even more...

Definition at line 109 of file SMaterial.h.

References irr::core::IR().

u16 irr::video::X8R8G8B8toA1R5G5B5 ( u32  color  )  [inline]

Converts a 32bit (X8R8G8B8) color to a 16bit A1R5G5B5 color.

Definition at line 43 of file SColor.h.


Variable Documentation

global const identity Material

Referenced by irr::scene::ISceneNode::getMaterial().

Initial value:

{
        "Point",
        "Spot",
        "Directional",
        0
}
Names for light types.

Definition at line 27 of file SLight.h.

const u32 irr::video::MATERIAL_MAX_TEXTURES = _IRR_MATERIAL_MAX_TEXTURES_

Initial value:

 {
        "ps_1_1",
        "ps_1_2",
        "ps_1_3",
        "ps_1_4",
        "ps_2_0",
        "ps_2_a",
        "ps_2_b",
        "ps_3_0",
        0 }
Names for all pixel shader types, each entry corresponds to a E_PIXEL_SHADER_TYPE entry.

Definition at line 63 of file IGPUProgrammingServices.h.

Initial value:

        {
                "solid",
                "solid_2layer",
                "lightmap",
                "lightmap_add",
                "lightmap_m2",
                "lightmap_m4",
                "lightmap_light",
                "lightmap_light_m2",
                "lightmap_light_m4",
                "detail_map",
                "sphere_map",
                "reflection_2layer",
                "trans_add",
                "trans_alphach",
                "trans_alphach_ref",
                "trans_vertex_alpha",
                "trans_reflection_2layer",
                "normalmap_solid",
                "normalmap_trans_add",
                "normalmap_trans_vertexalpha",
                "parallaxmap_solid",
                "parallaxmap_trans_add",
                "parallaxmap_trans_vertexalpha",
                "onetexture_blend",
                0
        }
Array holding the built in material type names.

Definition at line 200 of file EMaterialTypes.h.

Initial value:

{
        "standard",
        "2tcoords",
        "tangents",
        0
}
Array holding the built in vertex type names.

Definition at line 33 of file S3DVertex.h.

Initial value:

 {
        "vs_1_1",
        "vs_2_0",
        "vs_2_a",
        "vs_3_0",
        0 }
Names for all vertex shader types, each entry corresponds to a E_VERTEX_SHADER_TYPE entry.

Definition at line 39 of file IGPUProgrammingServices.h.


The Irrlicht Engine
The Irrlicht Engine Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:18 2010 by Doxygen (1.5.6)