IGameRenderedSurface.h File Reference

Access to the main render routines to calculate surface data such as Lighting and color. More...

#include "..\maxheap.h"
#include <WTypes.h>
#include "IGameExport.h"

Go to the source code of this file.

Classes

class   IGameRenderedSurface
  class IGameRenderedSurface More...

Namespaces

namespace   LightingModel

Defines

#define  EVAL_MAPS   (1<<0)
  Flag indicates if texture maps should be applied.
#define  EVAL_SHADOWS   (1<<1)
  Flag indicates if shadows should be applied.

Enumerations

enum   LightingModel_Game { SHADED, LIGHTING_ONLY, SHADED_ONLY }
 

The possible lighting models.

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Functions

IGAMEEXPORT IGameRenderedSurface GetIGameRenderedSurfaceInterface ()
  Get the main interface pointer.

Detailed Description

Access to the main render routines to calculate surface data such as Lighting and color.

Lighting and color can be calculated on a per face/vertex level. This data is the same technique that the Apply Vertex color utility uses. The difference here is that you are provided the color independently of the vertex color channel. This leaves that channel for other data and provides more options at export time.

Definition in file IGameRenderedSurface.h.


Define Documentation

#define EVAL_MAPS   (1<<0)

Flag indicates if texture maps should be applied.

Definition at line 33 of file IGameRenderedSurface.h.

#define EVAL_SHADOWS   (1<<1)

Flag indicates if shadows should be applied.

Definition at line 34 of file IGameRenderedSurface.h.


Function Documentation

IGAMEEXPORT IGameRenderedSurface* GetIGameRenderedSurfaceInterface ( )

Get the main interface pointer.