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  <div class="navpath"><a class="el" href="namespaceirr.html">irr</a>::<a class="el" href="namespaceirr_1_1scene.html">scene</a>::<a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a>
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<h1>irr::scene::ILightSceneNode Class Reference</h1><!-- doxytag: class="irr::scene::ILightSceneNode" --><!-- doxytag: inherits="irr::scene::ISceneNode" -->Scene node which is a dynamic light.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="_i_light_scene_node_8h-source.html">ILightSceneNode.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for irr::scene::ILightSceneNode:</div>
<div class="dynsection">

<p><center><img src="classirr_1_1scene_1_1_i_light_scene_node.png" usemap="#irr::scene::ILightSceneNode_map" border="0" alt=""></center>
<map name="irr::scene::ILightSceneNode_map">
<area href="classirr_1_1scene_1_1_i_scene_node.html" alt="irr::scene::ISceneNode" shape="rect" coords="0,112,200,136">
<area href="classirr_1_1io_1_1_i_attribute_exchanging_object.html" alt="irr::io::IAttributeExchangingObject" shape="rect" coords="0,56,200,80">
<area href="classirr_1_1_i_reference_counted.html" alt="irr::IReferenceCounted" shape="rect" coords="0,0,200,24">
</map>
</div>

<p>
<a href="classirr_1_1scene_1_1_i_light_scene_node-members.html">List of all members.</a><table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Public Member Functions</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#1520d051fe04bc8c5c8975fb3908161b">enableCastShadow</a> (bool shadow=true)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets whether this light casts shadows.  <a href="#1520d051fe04bc8c5c8975fb3908161b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual bool&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#5ba3a03fc0cfbad7dd8ce2f338a1991a">getCastShadow</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Check whether this light casts shadows.  <a href="#5ba3a03fc0cfbad7dd8ce2f338a1991a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#20147e049be1a4790346fd72b150b30c">getLightData</a> ()=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>.  <a href="#20147e049be1a4790346fd72b150b30c"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual const <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a> &amp;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#687813feae9312a86882e12c2bd10194">getLightData</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>.  <a href="#687813feae9312a86882e12c2bd10194"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr_1_1video.html#af0e02f6f83cc35cf9e764bf18400d39">video::E_LIGHT_TYPE</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#47e327388c75391ebc910369af7eedce">getLightType</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the light type.  <a href="#47e327388c75391ebc910369af7eedce"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#4ce3cd789ed3adabd381ff7f915861a0">getRadius</a> () const =0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Gets the light's radius of influence.  <a href="#4ce3cd789ed3adabd381ff7f915861a0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#a13c236d797d731c1035820a909ba961">ILightSceneNode</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *parent, <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *mgr, <a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a> id, const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;position=<a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0, 0, 0))</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">constructor  <a href="#a13c236d797d731c1035820a909ba961"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#cf74ff3400a26ae31eb96b9c479e62d5">setLightData</a> (const <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a> &amp;light)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>.  <a href="#cf74ff3400a26ae31eb96b9c479e62d5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#18b3c0ba831bdc9166db341a35701c9b">setLightType</a> (<a class="el" href="namespaceirr_1_1video.html#af0e02f6f83cc35cf9e764bf18400d39">video::E_LIGHT_TYPE</a> type)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the light type.  <a href="#18b3c0ba831bdc9166db341a35701c9b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#7da64c8c4776988a39927827f2c3f364">setRadius</a> (<a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> radius)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets the light's radius of influence.  <a href="#7da64c8c4776988a39927827f2c3f364"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">virtual void&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html#3a6a6681a665ec4c214cda8a84a29337">setVisible</a> (bool isVisible)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Sets if the node should be visible or not.  <a href="#3a6a6681a665ec4c214cda8a84a29337"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Scene node which is a dynamic light. 
<p>
You can switch the light on and off by making it visible or not. It can be animated by ordinary <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node animators. If the light type is directional or spot, the direction of the light source is defined by the rotation of the <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> node (assuming (0,0,1) as the local direction of the light). 
<p>Definition at line <a class="el" href="_i_light_scene_node_8h-source.html#l00022">22</a> of file <a class="el" href="_i_light_scene_node_8h-source.html">ILightSceneNode.h</a>.</p>
<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a class="anchor" name="a13c236d797d731c1035820a909ba961"></a><!-- doxytag: member="irr::scene::ILightSceneNode::ILightSceneNode" ref="a13c236d797d731c1035820a909ba961" args="(ISceneNode *parent, ISceneManager *mgr, s32 id, const core::vector3df &amp;position=core::vector3df(0, 0, 0))" -->
<div class="memitem">
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          <td class="memname">irr::scene::ILightSceneNode::ILightSceneNode           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *&nbsp;</td>
          <td class="paramname"> <em>parent</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a> *&nbsp;</td>
          <td class="paramname"> <em>mgr</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6">s32</a>&nbsp;</td>
          <td class="paramname"> <em>id</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">const <a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>position</em> = <code><a class="el" href="classirr_1_1core_1_1vector3d.html">core::vector3df</a>(0,0,0)</code></td><td>&nbsp;</td>
        </tr>
        <tr>
          <td></td>
          <td>)</td>
          <td></td><td></td><td><code> [inline]</code></td>
        </tr>
      </table>
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<p>
constructor 
<p>

<p>Definition at line <a class="el" href="_i_light_scene_node_8h-source.html#l00027">27</a> of file <a class="el" href="_i_light_scene_node_8h-source.html">ILightSceneNode.h</a>.</p>

</div>
</div><p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="1520d051fe04bc8c5c8975fb3908161b"></a><!-- doxytag: member="irr::scene::ILightSceneNode::enableCastShadow" ref="1520d051fe04bc8c5c8975fb3908161b" args="(bool shadow=true)=0" -->
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          <td class="memname">virtual void irr::scene::ILightSceneNode::enableCastShadow           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>shadow</em> = <code>true</code>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Sets whether this light casts shadows. 
<p>
Enabling this flag won't automatically cast shadows, the meshes will still need shadow <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> nodes attached. But one can enable or disable distinct lights for shadow casting for performance reasons. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>shadow</em>&nbsp;</td><td>True if this light shall cast shadows. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="5ba3a03fc0cfbad7dd8ce2f338a1991a"></a><!-- doxytag: member="irr::scene::ILightSceneNode::getCastShadow" ref="5ba3a03fc0cfbad7dd8ce2f338a1991a" args="() const =0" -->
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          <td class="memname">virtual bool irr::scene::ILightSceneNode::getCastShadow           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Check whether this light casts shadows. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>True if light would cast shadows, else false. </dd></dl>

</div>
</div><p>
<a class="anchor" name="20147e049be1a4790346fd72b150b30c"></a><!-- doxytag: member="irr::scene::ILightSceneNode::getLightData" ref="20147e049be1a4790346fd72b150b30c" args="()=0" -->
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<div class="memproto">
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        <tr>
          <td class="memname">virtual <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a>&amp; irr::scene::ILightSceneNode::getLightData           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Gets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The light data. </dd></dl>

</div>
</div><p>
<a class="anchor" name="687813feae9312a86882e12c2bd10194"></a><!-- doxytag: member="irr::scene::ILightSceneNode::getLightData" ref="687813feae9312a86882e12c2bd10194" args="() const =0" -->
<div class="memitem">
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          <td class="memname">virtual const <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a>&amp; irr::scene::ILightSceneNode::getLightData           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Gets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The light data. </dd></dl>

</div>
</div><p>
<a class="anchor" name="47e327388c75391ebc910369af7eedce"></a><!-- doxytag: member="irr::scene::ILightSceneNode::getLightType" ref="47e327388c75391ebc910369af7eedce" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr_1_1video.html#af0e02f6f83cc35cf9e764bf18400d39">video::E_LIGHT_TYPE</a> irr::scene::ILightSceneNode::getLightType           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Gets the light type. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The current light type. </dd></dl>

</div>
</div><p>
<a class="anchor" name="4ce3cd789ed3adabd381ff7f915861a0"></a><!-- doxytag: member="irr::scene::ILightSceneNode::getRadius" ref="4ce3cd789ed3adabd381ff7f915861a0" args="() const =0" -->
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          <td class="memname">virtual <a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a> irr::scene::ILightSceneNode::getRadius           </td>
          <td>(</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td> const<code> [pure virtual]</code></td>
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<p>
Gets the light's radius of influence. 
<p>
<dl class="return" compact><dt><b>Returns:</b></dt><dd>The current radius. </dd></dl>

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</div><p>
<a class="anchor" name="cf74ff3400a26ae31eb96b9c479e62d5"></a><!-- doxytag: member="irr::scene::ILightSceneNode::setLightData" ref="cf74ff3400a26ae31eb96b9c479e62d5" args="(const video::SLight &amp;light)=0" -->
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          <td class="memname">virtual void irr::scene::ILightSceneNode::setLightData           </td>
          <td>(</td>
          <td class="paramtype">const <a class="el" href="structirr_1_1video_1_1_s_light.html">video::SLight</a> &amp;&nbsp;</td>
          <td class="paramname"> <em>light</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<div class="memdoc">

<p>
Sets the light data associated with this <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html" title="Scene node which is a dynamic light.">ILightSceneNode</a>. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>light</em>&nbsp;</td><td>The new light data. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="18b3c0ba831bdc9166db341a35701c9b"></a><!-- doxytag: member="irr::scene::ILightSceneNode::setLightType" ref="18b3c0ba831bdc9166db341a35701c9b" args="(video::E_LIGHT_TYPE type)=0" -->
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          <td class="memname">virtual void irr::scene::ILightSceneNode::setLightType           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1video.html#af0e02f6f83cc35cf9e764bf18400d39">video::E_LIGHT_TYPE</a>&nbsp;</td>
          <td class="paramname"> <em>type</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets the light type. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>type</em>&nbsp;</td><td>The new type. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="7da64c8c4776988a39927827f2c3f364"></a><!-- doxytag: member="irr::scene::ILightSceneNode::setRadius" ref="7da64c8c4776988a39927827f2c3f364" args="(f32 radius)=0" -->
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          <td class="memname">virtual void irr::scene::ILightSceneNode::setRadius           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07">f32</a>&nbsp;</td>
          <td class="paramname"> <em>radius</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<p>
Sets the light's radius of influence. 
<p>
Outside this radius the light won't lighten geometry and cast no shadows. Setting the radius will also influence the attenuation, setting it to (0,1/radius,0). If you want to override this behavior, set the attenuation after the radius. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>radius</em>&nbsp;</td><td>The new radius. </td></tr>
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<a class="anchor" name="3a6a6681a665ec4c214cda8a84a29337"></a><!-- doxytag: member="irr::scene::ILightSceneNode::setVisible" ref="3a6a6681a665ec4c214cda8a84a29337" args="(bool isVisible)=0" -->
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          <td class="memname">virtual void irr::scene::ILightSceneNode::setVisible           </td>
          <td>(</td>
          <td class="paramtype">bool&nbsp;</td>
          <td class="paramname"> <em>isVisible</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
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<p>
Sets if the node should be visible or not. 
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All children of this node won't be visible either, when set to true. <dl compact><dt><b>Parameters:</b></dt><dd>
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    <tr><td valign="top"></td><td valign="top"><em>isVisible</em>&nbsp;</td><td>If the node shall be visible. </td></tr>
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<p>Reimplemented from <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html#2e3a88fe87d11caa7986a203afe6838c">irr::scene::ISceneNode</a>.</p>

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<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_light_scene_node_8h-source.html">ILightSceneNode.h</a></ul>
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