5 #ifndef __I_OCTREE_SCENE_NODE_H_INCLUDED__ 6 #define __I_OCTREE_SCENE_NODE_H_INCLUDED__ GLenum GLenum GLenum GLenum GLenum scale
A scene node displaying a static mesh.
IOctreeSceneNode(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &position=core::vector3df(0, 0, 0), const core::vector3df &rotation=core::vector3df(0, 0, 0), const core::vector3df &scale=core::vector3df(1, 1, 1))
Constructor.
No VBO's used. Vertices+indices send to graphic-card on each render.
Everything in the Irrlicht Engine can be found in this namespace.
signed int s32
32 bit signed variable.
against the camera frustum
virtual void setPolygonChecks(EOCTREE_POLYGON_CHECKS checks)=0
Set the kind of tests polygons do for visibility against the camera.
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
EOCTREENODE_VBO
Settings if/how octree scene nodes are using hardware mesh-buffers.
virtual EOCTREE_POLYGON_CHECKS getPolygonChecks() const =0
Get the kind of tests polygons do for visibility against the camera.
virtual EOCTREENODE_VBO getUseVBO() const =0
Get if/how vertex buffer object are used for the meshbuffers.
A scene node displaying a static mesh.
EOCTREE_POLYGON_CHECKS
Kind of checks polygons of the octree scene nodes use against camera.