#include "IMeshWriter.h"
#include "ISceneNode.h"
#include "IAnimatedMesh.h"
#include "SMaterial.h"
Go to the source code of this file.
Classes
Namespaces
- namespace irr
Everything in the Irrlicht Engine can be found in this namespace.
- namespace irr::io
This namespace provides interfaces for input/output: Reading and writing files, accessing zip archives, xml files, ...
- namespace irr::scene
All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...
Enumerations
- enum irr::scene::E_COLLADA_COLOR_SAMPLER {
irr::scene::ECCS_DIFFUSE,
irr::scene::ECCS_AMBIENT,
irr::scene::ECCS_EMISSIVE,
irr::scene::ECCS_SPECULAR,
irr::scene::ECCS_TRANSPARENT,
irr::scene::ECCS_REFLECTIVE
}
Color names collada uses in it's color samplers.
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- enum irr::scene::E_COLLADA_GEOMETRY_WRITING { irr::scene::ECGI_PER_MESH,
irr::scene::ECGI_PER_MESH_AND_MATERIAL
}
Control when geometry elements are created.
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- enum irr::scene::E_COLLADA_IRR_COLOR {
irr::scene::ECIC_NONE,
irr::scene::ECIC_CUSTOM,
irr::scene::ECIC_DIFFUSE,
irr::scene::ECIC_AMBIENT,
irr::scene::ECIC_EMISSIVE,
irr::scene::ECIC_SPECULAR
}
Irrlicht colors which can be mapped to E_COLLADA_COLOR_SAMPLER values.
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- enum irr::scene::E_COLLADA_TECHNIQUE_FX { irr::scene::ECTF_BLINN,
irr::scene::ECTF_PHONG,
irr::scene::ECTF_LAMBERT,
irr::scene::ECTF_CONSTANT
}
Lighting models - more or less the way Collada categorizes materials.
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- enum irr::scene::E_COLLADA_TRANSPARENT_FX { irr::scene::ECOF_A_ONE = 0,
irr::scene::ECOF_RGB_ZERO = 1
}
How to interpret the opacity in collada.
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