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RenderingType Class Reference

A class capable of describing all implemented illumination modes that could be applied when rendering an entity. More...

#include <RenderingType.h>

List of all members.

Public Attributes

unsigned int causticMapResolutionX
unsigned int causticMapResolutionY
unsigned int diffuseEnvironmentMapResolution
bool diffuseShaded
bool diffuseTextured
bool flatShaded
unsigned int fresnelEnvironmentMapResolution
bool fresnelShaded
bool fresnelTextured
bool hasDiffuseEnvironmentMap
bool hasFresnelEnvironmentMap
bool hasLightMap
bool hasRadianceMap
bool hasSpecularEnvironmentMap
unsigned int lightMapLOD
unsigned char lightMapNumberOfMipmapLevels
unsigned int lightMapResolutionX
unsigned int lightMapResolutionY
unsigned int prmNClusters
unsigned int prmNEntryPoints
unsigned int prmResolution
unsigned int prmTileSize
bool receivesCaustics
bool receivesDirectionalLightShadows
bool receivesPointLightShadows
bool receivesSoftShadows
bool receivesSpotLightShadows
unsigned int specularEnvironmentMapResolution
bool specularShaded
bool specularTextured
unsigned int vrmMapResolutionX
unsigned int vrmMapResolutionY

Static Public Attributes

static const RenderingType LAMBERTSHADING
static const RenderingType TEXTUREDLAMBERTSHADING


Detailed Description

A class capable of describing all implemented illumination modes that could be applied when rendering an entity.

EntityRenderingObject::EntityRenderingObject will take a RenderingType as a parameter, and instantiate an appropriate FinalRenderingRun class.


Member Data Documentation

unsigned int causticMapResolutionX
 

unsigned int causticMapResolutionY
 

unsigned int diffuseEnvironmentMapResolution
 

bool diffuseShaded
 

bool diffuseTextured
 

bool flatShaded
 

unsigned int fresnelEnvironmentMapResolution
 

bool fresnelShaded
 

bool fresnelTextured
 

bool hasDiffuseEnvironmentMap
 

bool hasFresnelEnvironmentMap
 

bool hasLightMap
 

bool hasRadianceMap
 

bool hasSpecularEnvironmentMap
 

const RenderingType LAMBERTSHADING [static]
 

Basic Lambert shading of diffuse materials, without shadows or any other effects.

unsigned int lightMapLOD
 

unsigned char lightMapNumberOfMipmapLevels
 

unsigned int lightMapResolutionX
 

unsigned int lightMapResolutionY
 

unsigned int prmNClusters
 

unsigned int prmNEntryPoints
 

unsigned int prmResolution
 

unsigned int prmTileSize
 

bool receivesCaustics
 

bool receivesDirectionalLightShadows
 

bool receivesPointLightShadows
 

bool receivesSoftShadows
 

bool receivesSpotLightShadows
 

unsigned int specularEnvironmentMapResolution
 

bool specularShaded
 

bool specularTextured
 

const RenderingType TEXTUREDLAMBERTSHADING [static]
 

Basic Lambert shading using the primary Material texture as a diffuse BRDF map.

unsigned int vrmMapResolutionX
 

unsigned int vrmMapResolutionY
 


The documentation for this class was generated from the following file:
Generated on Mon Apr 18 10:59:28 2005 for OGRE_IllumModule by  doxygen 1.4.2