5 #ifndef __I_MESH_SCENE_NODE_H_INCLUDED__ 6 #define __I_MESH_SCENE_NODE_H_INCLUDED__ 15 class IShadowVolumeSceneNode;
64 s32 id=-1,
bool zfailmethod=
true,
f32 infinity=1000.0
f) = 0;
IMeshSceneNode(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.
GLenum GLenum GLenum GLenum GLenum scale
float f32
32 bit floating point variable.
Scene node for rendering a shadow volume into a stencil buffer.
Everything in the Irrlicht Engine can be found in this namespace.
Class which holds the geometry of an object.
signed int s32
32 bit signed variable.
virtual IMesh * getMesh(void)=0
Get the currently defined mesh for display.
virtual IShadowVolumeSceneNode * addShadowVolumeSceneNode(const IMesh *shadowMesh=0, s32 id=-1, bool zfailmethod=true, f32 infinity=1000.0f)=0
virtual bool isReadOnlyMaterials() const =0
Check if the scene node should not copy the materials of the mesh but use them in a read only style.
virtual void setReadOnlyMaterials(bool readonly)=0
Sets if the scene node should not copy the materials of the mesh but use them in a read only style.
The Scene Manager manages scene nodes, mesh resources, cameras and all the other stuff.
virtual void setMesh(IMesh *mesh)=0
Sets a new mesh to display.
A scene node displaying a static mesh.