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CON_3D.h File Reference

3D Rendering interfaces: Screen3D, Camera, Mesh, Light. More...

Compounds

Typedefs

Functions


Detailed Description

3D Rendering interfaces: Screen3D, Camera, Mesh, Light.

Copyright (c) 1998-1999 by Amir Geva. This file is part of the Photon Game Development library, beta release version 0.21. Permission is granted to use and copy this file for non-commercial use only. Please contact the author concerning commercial usage. Amir Geva makes no representations about the suitability of this software for any purpose. It is provided "as is" without express or implied warranty.


Typedef Documentation

typedef Drawable Bitmap

A bitmap has the same interface as a Drawable.

Only internal implementation differs.


Function Documentation

DLLExport Screen3D* initScreen3D()

Initialization of 3D subsystem.

Must be performed prior to using any other 3D functions. Will be released automatically.

DLLExport Camera* newCamera()

Create a new camera object.

DLLExport Mesh* newMesh()

Create a new mesh object.

DLLExport Light* newSunLight(float x, float y, float z, float Red=0.7f, float Green=0.9f, float Blue=0.7f)

Create a new light, which is a parallel point (like Sun Light) with a specified color.

Coordinates specify the initial position for the light.

DLLExport Mesh* newBillBoard()

Create a new BillBoard.

This is a mesh that always faces the camera to allow 2D art in the 3D World.

DLLExport Mesh* newBillBoardSphere(float x, float y, float z, float Size, int Red, int Green, int Blue)

Create a new BillBoard Sphere.

This is a a bill board that is simply a circle. Coordinates specify the initial position for the mesh.

DLLExport Mesh* newSphere(float x, float y, float z, float Size, void* Texture)

Create a new Sphere.

This is not a bill board, but a real 3D Sphere. Coordinates specify the initial position for the mesh. Size is the radius of the sphere. A texture can be applied and will wrap the sphere.

DLLExport void initTextureCache(ResourceStream* RS=NULL, int Destroy=0)

Initializes an internal texture cache.

If RS is NULL, actual files will be used to load textures. Setting Destroy to non zero will release the resource stream when the texture cache is released.

DLLExport TextureCache* newTextureCache(ResourceStream* RS, int Destroy=0)

Creates a user TextureCache.

It must be release()d when it is no longer needed. Setting Destroy to non zero will release the resource stream when the texture cache is released.

DLLExport long loadXFile(const char* Name, Mesh* O, TextureCache* TC=NULL, float Scale=1.0f)

Loads the object from a .X file.

name specifies file name

DLLExport Bitmap* newBitmap(int Width, int Height, int NoAccel=0)

Creates a new bitmap with the specified size.

DLLExport Bitmap* newBitmap(Bitmap& BM)

Creates a copy of the given bitmap.

DLLExport Bitmap* newBitmap(istream& is, int Width, int Height, int NoAccel=0)

Creates a bitmap and loads it from the input stream.

DLLExport Bitmap* newBitmap(istream& is, int NoAccel=0)

Creates a bitmap and loads it from the input stream.

DLLExport Bitmap* loadBMP(const char *Filename)

Creates a bitmap and loads it from a *.BMP file.

inline Bitmap* loadBitmap(Screen* S, istream& is)

Old version given for compatibility.

int CON_Reactivated()

Call this function to check if a full screen application has been reactivated.

If true, you must reload all video memory bitmaps.

DLLExport float getVersion()

Returns the version of the library.

DLLExport float getFrameTime()

Returns the Fraction frame time needed for a world's advance.

DLLExport Console* getConsole()

Returns the Console object pointer.