Irrlicht 3D Engine
 
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IColladaMeshWriter.h File Reference
#include "IMeshWriter.h"
#include "ISceneNode.h"
#include "IAnimatedMesh.h"
#include "SMaterial.h"

Go to the source code of this file.

Classes

class  irr::scene::IColladaMeshWriter
 Interface for writing meshes. More...
 
class  irr::scene::IColladaMeshWriterNames
 Callback interface to use custom names on collada writing. More...
 
class  irr::scene::IColladaMeshWriterProperties
 Callback interface for properties which can be used to influence collada writing. More...
 

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. More...
 
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. More...
 
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. More...
 
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. More...
 
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. More...