Access to the main render routines to calculate surface data such as Lighting and color. More...
Go to the source code of this file.
Classes |
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class | IGameRenderedSurface |
class IGameRenderedSurface More... |
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Namespaces |
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namespace | LightingModel |
Defines |
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#define | EVAL_MAPS (1<<0) |
Flag indicates if texture maps should be
applied. |
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#define | EVAL_SHADOWS (1<<1) |
Flag indicates if shadows should be applied.
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Enumerations |
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enum | LightingModel_Game { SHADED, LIGHTING_ONLY, SHADED_ONLY } |
The possible lighting models. More... |
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Functions |
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IGAMEEXPORT IGameRenderedSurface * | GetIGameRenderedSurfaceInterface () |
Get the main interface pointer. |
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 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.
IGAMEEXPORT IGameRenderedSurface* GetIGameRenderedSurfaceInterface | ( | ) |
Get the main interface pointer.