SceneLighting

Engine/source/lighting/common/sceneLighting.h

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Classes:

class

Create a proxy for each object to store data.

Public Types

enum
_Anonymous_ {  SHADOW_DETAIL = -1
}
enum
Flags {
  ForceAlways = BIT(0)
  ForceWritable = BIT(1)
  LoadOnly = BIT(2)
}
ObjectProxyList 

Private Types

Parent 

Protected Functions

getMLName(const char * misName, const U32 missionCRC, const U32 buffSize, char * filenameBuffer)

Detailed Description

Public Types

@108

Enumerator

SHADOW_DETAIL = -1
Flags

Enumerator

ForceAlways = BIT(0)

Regenerate the scene lighting no matter what.

ForceWritable = BIT(1)

Regenerate the scene lighting only if we can write to the lighting cache files.

LoadOnly = BIT(2)

Just load cached lighting data.

typedef Vector< ObjectProxy * > ObjectProxyList 

Private Types

typedef SimObject Parent 

Protected Attributes

AvailableSLInterfaces * mLightingInterfaces 

Public Attributes

char mFileName [1024]
LightInfoList mLights 
ObjectProxyList mLitObjects 
SceneManager * mSceneManager 
ObjectProxyList mSceneObjects 
S32 mStartTime 
S32 sgTimeTemp 
S32 sgTimeTemp2 

Protected Functions

getMLName(const char * misName, const U32 missionCRC, const U32 buffSize, char * filenameBuffer)