OGRE 14.3
Object-Oriented Graphics Rendering Engine
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Class for recording Quake3 shaders. More...
#include <OgreQuake3Shader.h>
Classes | |
struct | Pass |
Public Types | |
typedef std::vector< Pass > | PassList |
Public Member Functions | |
Quake3Shader (const String &name) | |
Default constructor - used by Quake3ShaderManager (do not call directly) | |
~Quake3Shader () | |
MaterialPtr | createAsMaterial (int lightmapNumber) |
Creates this shader as an OGRE material. | |
Class for recording Quake3 shaders.
This is a temporary holding area since shaders are actually converted into Material objects for use in the engine proper. However, because we have to read in shader definitions en masse (because they are stored in shared .shader files) without knowing which will actually be used, we store their definitions here temporarily since their instantiations as Materials would use precious resources because of the automatic loading of textures etc.
typedef std::vector<Pass> Ogre::Quake3Shader::PassList |
Default constructor - used by Quake3ShaderManager (do not call directly)
Ogre::Quake3Shader::~Quake3Shader | ( | ) |
MaterialPtr Ogre::Quake3Shader::createAsMaterial | ( | int | lightmapNumber | ) |
Creates this shader as an OGRE material.
Creates a new material based on this shaders settings. Material name shader::lightmap.
int Ogre::Quake3Shader::numPasses |
PassList Ogre::Quake3Shader::pass |
bool Ogre::Quake3Shader::farbox |
String Ogre::Quake3Shader::farboxName |
bool Ogre::Quake3Shader::skyDome |
Real Ogre::Quake3Shader::cloudHeight |
DeformFunc Ogre::Quake3Shader::deformFunc |
Real Ogre::Quake3Shader::deformParams[5] |
ManualCullingMode Ogre::Quake3Shader::cullMode |
bool Ogre::Quake3Shader::fog |
ColourValue Ogre::Quake3Shader::fogColour |
Real Ogre::Quake3Shader::fogDistance |