Classes | |
| class | VirtualMachine::InternalVertex |
| Nested class that defines a vertex for use with InternalObject3DBuffer::GetFirstVertex(). Note: this vertex definition should not change (no more member or virtual methods). It is sometimes used as a list element. More... | |
| class | VirtualMachine::InternalTriangle |
| Nested class that defines a Triangle Polygon for use with InternalObject3DBuffer::GetFirstTriangle(). Note: this triangle definition should not change (no more member or virtual methods).sizeof(InternalTriangle) must always be 12 because it is sometimes used as a list element. More... | |
| class | VirtualMachine::InternalObject3DBuffer |
| Nested class to define a 3D object as a vertex and a polygon list. You ask the creation of it with VirtualMachine::NewObject3DBuffer(), then defines its shape by filling the list you get with GetFirstVertex() and GetFirstTriangle(), then it can be rendered with RenderMesh(). In order to optimize a static shape, use CompileAsStatic() In edition mode, it can be destroyed with VirtualMachine::DeleteObject3DBuffer(). More... | |
| class | VirtualMachine::InternalTexture |
| Nested class that defines a texture to render an object with VirtualMachine::RenderMesh(). More... | |
| class | VirtualMachine::InternalViewPort |
| Nested class that defines a viewport where to draw (screen, sub-screen,texture rendering screens.) This is a virtual class. Construction must be done by NewViewPortChild(), NewViewPortOnTexture() or InitMachine() for the default viewport accessible with VirtualMachine::GetDefaultViewPort() which stands for the main screen. More... | |
Enumerations | |
| enum | VirtualMachine::InternalObject3DBuffer_InitBit { VirtualMachine::bOb3D_VertexNormal = 1, VirtualMachine::bOb3D_VertexUVMapping = 2, VirtualMachine::bOb3D_VertexRGBA = 4 } |
| see VirtualMachine::NewObject3DBuffer() More... | |
Functions | |
| virtual void | VirtualMachine::NewObject3DBuffer (InternalObject3DBuffer **_ppVertexAndPolygonBufferOut, unsigned int _maxNbVertex, unsigned int _maxNbTriangle, unsigned int _extraMemberFlags)=0 |
| Ask the Creation of a new InternalObject3DBuffer you can then fill with InternalObject3DBuffer::GetFirstVertex() , InternalObject3DBuffer::GetFirstTriangle(). Important: All the vertex members and polygon index are inited to zero when built. and InternalObject3DBuffer::SetNumberOfActiveTriangle() . Then the object can be positionned with the matrix methods in VirtualMachine::InternalViewPort, and drawn with VirtualMachine::InternalViewPort::RenderMesh(). The object shape can be dynamic and rebuilt, until a call to VirtualMachine::InternalObject3DBuffer::CompileAsStatic(). In edition compilation mode, objects had to be destroyed with VirtualMachine::DeleteObject3DBuffer(). | |
| virtual void | VirtualMachine::DeleteObject3DBuffer (InternalObject3DBuffer **_ppBufferToDestroy)=0 |
| Destroy objects previously created with NewObject3DBuffer(). | |
| virtual void | VirtualMachine::DeleteTexture (InternalTexture **_ppTextureToDestroy)=0 |
| Destroy objects previously created with NewTexture(). | |
| virtual void | VirtualMachine::NewViewPortChild (InternalViewPort **_ppViewPortOut, InternalViewPort *_pFatherViewPort=0L)=0 |
| Ask the Creation of a new InternalViewPort, that must be the child of another ViewPort, specified by _pFatherViewPort.if no father is specified, the new ViewPort will be the child of the default root ViewPort. To create another Root ViewPort, create a texture and use VirtualMedia::NewViewPortOnTexture(). In edition mode, each InternalViewPort has to be destroyed with DeleteViewPort(). | |
| virtual void | VirtualMachine::NewViewPortOnTexture (InternalViewPort **_ppViewPortOut, InternalTexture *_pRootTexture, unsigned int _np2PixelWidth, unsigned int _np2PixelHeight, InternalTexture::TextureImageLayerEnum _layerToAffect)=0 |
| Ask the Creation of a new Root InternalViewPort, that will render on a texture image. specified by _pRootTexture. You got to create a texture first for parameter _pRootTexture. In edition mode, each InternalViewPort has to be destroyed with DeleteViewPort(). | |
| virtual void | VirtualMachine::DeleteViewPort (InternalViewPort **_ppViewPortToDestroy)=0 |
| Destroy any objects previously created with NewViewPortChild() or NewViewPortOnTexture(). If it has children, children are detached , not destoyed, but are invalid. | |
| InternalViewPort * | VirtualMachine::GetDefaultViewPort () |
| Access to the default screen object created with InitMachine(). | |
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see VirtualMachine::NewObject3DBuffer()
Definition at line 501 of file VirtualMachine.h. |
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Destroy objects previously created with NewObject3DBuffer().
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Destroy objects previously created with NewTexture().
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Destroy any objects previously created with NewViewPortChild() or NewViewPortOnTexture(). If it has children, children are detached , not destoyed, but are invalid.
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Access to the default screen object created with InitMachine().
Definition at line 593 of file VirtualMachine.h. References VirtualMachine::m_pDefaultViewPort. |
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Ask the Creation of a new InternalObject3DBuffer you can then fill with InternalObject3DBuffer::GetFirstVertex() , InternalObject3DBuffer::GetFirstTriangle(). Important: All the vertex members and polygon index are inited to zero when built. and InternalObject3DBuffer::SetNumberOfActiveTriangle() . Then the object can be positionned with the matrix methods in VirtualMachine::InternalViewPort, and drawn with VirtualMachine::InternalViewPort::RenderMesh(). The object shape can be dynamic and rebuilt, until a call to VirtualMachine::InternalObject3DBuffer::CompileAsStatic(). In edition compilation mode, objects had to be destroyed with VirtualMachine::DeleteObject3DBuffer().
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Ask the Creation of a new InternalViewPort, that must be the child of another ViewPort, specified by _pFatherViewPort.if no father is specified, the new ViewPort will be the child of the default root ViewPort. To create another Root ViewPort, create a texture and use VirtualMedia::NewViewPortOnTexture(). In edition mode, each InternalViewPort has to be destroyed with DeleteViewPort().
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Ask the Creation of a new Root InternalViewPort, that will render on a texture image. specified by _pRootTexture. You got to create a texture first for parameter _pRootTexture. In edition mode, each InternalViewPort has to be destroyed with DeleteViewPort().
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