#include <VedaMachineDreamcast.h>
Definition at line 246 of file VedaMachineDreamcast.h.
Public Member Functions | |
virtual void | CompileAsStatic () |
A call to CompileObject3DBufferAsStatic() will fix the current geometry of an object. It will try to use the 3D buffer compilation of a given machine, which can fasten the drawing. From that moment on, further modification to its shape will be useless. | |
virtual bool | IsCompiledAsStatic () |
return true is CompileAsStatic() were used. | |
virtual InternalVertex * | GetFirstVertex () |
Get the beginning of the vertex list. Assume the maximum number of vertex was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfVertexes(). | |
virtual InternalTriangle * | GetFirstTriangle () |
Get the beginning of the Triangle list. Assume the maximum number of Triangle was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfTriangles(). last Note: the first triangle returned already use the offset given with SetNumberOfActiveTriangle(): _FirstActiveTriangleIndex. | |
virtual void | SetNumberOfActiveTriangle (unsigned int _CurrentNumberOfTriangle, unsigned int _FirstActiveTriangleIndex=0) |
Set the number of active triangle defined in the triangle list. note the active number of vertex is actually given by the highest vertex number used by one of the active triangle. If _CurrentNumberOfTriangle is greater than GetMaximumNumberOfTriangles(), it is set to zero. _FirstActiveTriangleIndex is an optional offset in the triangle list. it allows the rendering of a mesh with multiple textures, by setting a windowing in the triangle list and using multiple calls to RenderMesh(). Default is zero, start of the list. | |
virtual unsigned int | GetNumberOfActiveTriangle () |
Get the number of active triangle defined by SetNumberOfActiveTriangle(). | |
virtual unsigned int | GetMaximumNumberOfVertexes () |
the maximum number of elements in table GetFirstVertex() | |
virtual unsigned int | GetMaximumNumberOfTriangles () |
the maximum number of elements in table GetFirstTriangle() | |
virtual void | SetColor (float _red, float _green, float _blue, float _alpha=1.0f) |
Set the color for the whole object. Active if object was not created with bOb3D_EnableRGB or bOb3D_EnableAlpha. | |
Public Attributes | |
InternalVertex * | m_pVertexBase |
real implementation of the vertex base. | |
InternalTriangle * | m_pTriangleBase |
real implementation of the triangle base. | |
unsigned int | m_FirstActiveTriangleIndex |
First Active Triangle Index. | |
unsigned int | m_NumberOfActiveTriangles |
current number of active triangle set by SetNumberOfActiveTriangle() | |
unsigned int | m_CompiledObjectHandler |
If !=0, It is an OpenGL compiled process:. | |
unsigned int | m_MaximumNumberOfVertexes |
the maximum number of vertex, and the size of the vertex list returned by GetFirstVertex(). | |
unsigned int | m_MaximumNumberOfTriangles |
the maximum number of Triangles, and the size of the triangle list returned by GetFirstTriangle(). | |
unsigned int | m_ExtraMemberFlags |
tells which vertex members are enabled; use VirtualMachine::bOB3d_xxx | |
float | m_Color [4] |
main color of the object(RGBA, [0.0,1.0]): (note:there is also vertex colors) | |
float * | m_pVertexEnvironmentUV |
DC special: environment mapping computation. nb=m_MaximumNumberOfVertexes*2. |
|
A call to CompileObject3DBufferAsStatic() will fix the current geometry of an object. It will try to use the 3D buffer compilation of a given machine, which can fasten the drawing. From that moment on, further modification to its shape will be useless.
|
|
Get the beginning of the Triangle list. Assume the maximum number of Triangle was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfTriangles(). last Note: the first triangle returned already use the offset given with SetNumberOfActiveTriangle(): _FirstActiveTriangleIndex.
|
|
Get the beginning of the vertex list. Assume the maximum number of vertex was given by NewObject3DBuffer() and can be read with GetMaximumNumberOfVertexes().
|
|
the maximum number of elements in table GetFirstTriangle()
|
|
the maximum number of elements in table GetFirstVertex()
|
|
Get the number of active triangle defined by SetNumberOfActiveTriangle().
|
|
return true is CompileAsStatic() were used.
|
|
Set the color for the whole object. Active if object was not created with bOb3D_EnableRGB or bOb3D_EnableAlpha.
|
|
Set the number of active triangle defined in the triangle list. note the active number of vertex is actually given by the highest vertex number used by one of the active triangle. If _CurrentNumberOfTriangle is greater than GetMaximumNumberOfTriangles(), it is set to zero. _FirstActiveTriangleIndex is an optional offset in the triangle list. it allows the rendering of a mesh with multiple textures, by setting a windowing in the triangle list and using multiple calls to RenderMesh(). Default is zero, start of the list.
|
|
main color of the object(RGBA, [0.0,1.0]): (note:there is also vertex colors)
Definition at line 327 of file VedaMachineDreamcast.h. |
|
If !=0, It is an OpenGL compiled process:.
Definition at line 319 of file VedaMachineDreamcast.h. |
|
tells which vertex members are enabled; use VirtualMachine::bOB3d_xxx
Definition at line 325 of file VedaMachineDreamcast.h. |
|
First Active Triangle Index.
Definition at line 315 of file VedaMachineDreamcast.h. |
|
the maximum number of Triangles, and the size of the triangle list returned by GetFirstTriangle().
Definition at line 323 of file VedaMachineDreamcast.h. |
|
the maximum number of vertex, and the size of the vertex list returned by GetFirstVertex().
Definition at line 321 of file VedaMachineDreamcast.h. |
|
current number of active triangle set by SetNumberOfActiveTriangle()
Definition at line 317 of file VedaMachineDreamcast.h. |
|
real implementation of the triangle base.
Definition at line 313 of file VedaMachineDreamcast.h. |
|
real implementation of the vertex base.
Definition at line 311 of file VedaMachineDreamcast.h. |
|
DC special: environment mapping computation. nb=m_MaximumNumberOfVertexes*2.
Definition at line 329 of file VedaMachineDreamcast.h. |
/\/\ 4 N k ! N D _______ _ __ ___ _____ ___ _ _ ____ ___________ __//___ /________ |/ / ___________\_______/ \ / _ _ \/ _ / _ / _/_/____/ _ __ / / / / / / / \ \/ / / \ \ / \\___/___/___/ ¯ _____/_____/ ______\___/_____/\________\\ \________/_ ___ __ l____\ /elD! http://www.m4nkind.com \____/