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<title>Irrlicht Engine: irr::scene::ILightManager Class Reference</title>
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<!-- Generated by Doxygen 1.5.6 -->
  <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_manager.html">ILightManager</a>
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<h1>irr::scene::ILightManager Class Reference</h1><!-- doxytag: class="irr::scene::ILightManager" --><!-- doxytag: inherits="irr::IReferenceCounted" --><a class="el" href="classirr_1_1scene_1_1_i_light_manager.html" title="ILightManager provides an interface for user applications to manipulate the list...">ILightManager</a> provides an interface for user applications to manipulate the list of lights in 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>.  
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="_i_light_manager_8h-source.html">ILightManager.h</a>&gt;</code>
<p>
<div class="dynheader">
Inheritance diagram for irr::scene::ILightManager:</div>
<div class="dynsection">

<p><center><img src="classirr_1_1scene_1_1_i_light_manager.png" usemap="#irr::scene::ILightManager_map" border="0" alt=""></center>
<map name="irr::scene::ILightManager_map">
<area href="classirr_1_1_i_reference_counted.html" alt="irr::IReferenceCounted" shape="rect" coords="0,0,152,24">
</map>
</div>

<p>
<a href="classirr_1_1scene_1_1_i_light_manager-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_manager.html#a9e6195a3a783a97f440a4b947090ab0">OnNodePostRender</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called after the the node specified in <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#23ae7bdf54613e6dd41d4138cb6f5edc" title="Called before the given scene node is rendered.">OnNodePreRender()</a> has been rendered.  <a href="#a9e6195a3a783a97f440a4b947090ab0"></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_manager.html#23ae7bdf54613e6dd41d4138cb6f5edc">OnNodePreRender</a> (<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> *node)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called before the given <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 is rendered.  <a href="#23ae7bdf54613e6dd41d4138cb6f5edc"></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_manager.html#c8f92f0fbd43ba9cb01b47647125a1a3">OnPostRender</a> (void)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called after the last <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 is rendered.  <a href="#c8f92f0fbd43ba9cb01b47647125a1a3"></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_manager.html#fca2e4c43b2e7cd173f8de10a7e032b8">OnPreRender</a> (<a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a> * &gt; &amp;lightList)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called after the scene's light list has been built, but before rendering has begun.  <a href="#fca2e4c43b2e7cd173f8de10a7e032b8"></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_manager.html#189edbf3a16ebb3c82e5d9f93dd2b41b">OnRenderPassPostRender</a> (<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> renderPass)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called after the render pass specified in <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#56eaec6a697659f40b4f29b681fbdfad" title="Called before a render pass begins.">OnRenderPassPreRender()</a> ends.  <a href="#189edbf3a16ebb3c82e5d9f93dd2b41b"></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_manager.html#56eaec6a697659f40b4f29b681fbdfad">OnRenderPassPreRender</a> (<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> renderPass)=0</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Called before a render pass begins.  <a href="#56eaec6a697659f40b4f29b681fbdfad"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
<a class="el" href="classirr_1_1scene_1_1_i_light_manager.html" title="ILightManager provides an interface for user applications to manipulate the list...">ILightManager</a> provides an interface for user applications to manipulate the list of lights in 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>. 
<p>
The light list can be trimmed or re-ordered before device/ hardware lights are created, and/or individual lights can be switched on and off before or after each <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 is rendered. It is assumed that the <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html" title="ILightManager provides an interface for user applications to manipulate the list...">ILightManager</a> implementation will store any data that it wishes to retain, i.e. the <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html" title="The Scene Manager manages scene nodes, mesh recources, cameras and all the other...">ISceneManager</a> to which it is assigned, the lightList, the current render pass, and the current <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. 
<p>Definition at line <a class="el" href="_i_light_manager_8h-source.html#l00025">25</a> of file <a class="el" href="_i_light_manager_8h-source.html">ILightManager.h</a>.</p>
<hr><h2>Member Function Documentation</h2>
<a class="anchor" name="a9e6195a3a783a97f440a4b947090ab0"></a><!-- doxytag: member="irr::scene::ILightManager::OnNodePostRender" ref="a9e6195a3a783a97f440a4b947090ab0" args="(ISceneNode *node)=0" -->
<div class="memitem">
<div class="memproto">
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          <td class="memname">virtual void irr::scene::ILightManager::OnNodePostRender           </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>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
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<p>
Called after the the node specified in <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#23ae7bdf54613e6dd41d4138cb6f5edc" title="Called before the given scene node is rendered.">OnNodePreRender()</a> has been rendered. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>node,:</em>&nbsp;</td><td>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 that has just been rendered </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="23ae7bdf54613e6dd41d4138cb6f5edc"></a><!-- doxytag: member="irr::scene::ILightManager::OnNodePreRender" ref="23ae7bdf54613e6dd41d4138cb6f5edc" args="(ISceneNode *node)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
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          <td class="memname">virtual void irr::scene::ILightManager::OnNodePreRender           </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>node</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Called before the given <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 is rendered. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>node,:</em>&nbsp;</td><td>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 that's about to be rendered </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="c8f92f0fbd43ba9cb01b47647125a1a3"></a><!-- doxytag: member="irr::scene::ILightManager::OnPostRender" ref="c8f92f0fbd43ba9cb01b47647125a1a3" args="(void)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
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          <td class="memname">virtual void irr::scene::ILightManager::OnPostRender           </td>
          <td>(</td>
          <td class="paramtype">void&nbsp;</td>
          <td class="paramname">          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
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<div class="memdoc">

<p>
Called after the last <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 is rendered. 
<p>
After this call returns, the lightList passed to <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#fca2e4c43b2e7cd173f8de10a7e032b8" title="Called after the scene&#39;s light list has been built, but before rendering has...">OnPreRender()</a> becomes invalid. 
</div>
</div><p>
<a class="anchor" name="fca2e4c43b2e7cd173f8de10a7e032b8"></a><!-- doxytag: member="irr::scene::ILightManager::OnPreRender" ref="fca2e4c43b2e7cd173f8de10a7e032b8" args="(core::array&lt; ILightSceneNode * &gt; &amp;lightList)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void irr::scene::ILightManager::OnPreRender           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classirr_1_1core_1_1array.html">core::array</a>&lt; <a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a> * &gt; &amp;&nbsp;</td>
          <td class="paramname"> <em>lightList</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Called after the scene's light list has been built, but before rendering has begun. 
<p>
As actual device/hardware lights are not created until the ESNRP_LIGHT render pass, this provides an opportunity for the light manager to trim or re-order the light list, before any device/hardware lights have actually been created. <dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"></td><td valign="top"><em>lightList,:</em>&nbsp;</td><td>the Scene Manager's light list, which the light manager may modify. This reference will remain valid until <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#c8f92f0fbd43ba9cb01b47647125a1a3" title="Called after the last scene node is rendered.">OnPostRender()</a>. </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="189edbf3a16ebb3c82e5d9f93dd2b41b"></a><!-- doxytag: member="irr::scene::ILightManager::OnRenderPassPostRender" ref="189edbf3a16ebb3c82e5d9f93dd2b41b" args="(E_SCENE_NODE_RENDER_PASS renderPass)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void irr::scene::ILightManager::OnRenderPassPostRender           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a>&nbsp;</td>
          <td class="paramname"> <em>renderPass</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Called after the render pass specified in <a class="el" href="classirr_1_1scene_1_1_i_light_manager.html#56eaec6a697659f40b4f29b681fbdfad" title="Called before a render pass begins.">OnRenderPassPreRender()</a> ends. 
<p>
<dl compact><dt><b>Parameters:</b></dt><dd>
  <table border="0" cellspacing="2" cellpadding="0">
    <tr><td valign="top"><tt>[in]</tt>&nbsp;</td><td valign="top"><em>renderPass,:</em>&nbsp;</td><td>the render pass that has finished </td></tr>
  </table>
</dl>

</div>
</div><p>
<a class="anchor" name="56eaec6a697659f40b4f29b681fbdfad"></a><!-- doxytag: member="irr::scene::ILightManager::OnRenderPassPreRender" ref="56eaec6a697659f40b4f29b681fbdfad" args="(E_SCENE_NODE_RENDER_PASS renderPass)=0" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">virtual void irr::scene::ILightManager::OnRenderPassPreRender           </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a>&nbsp;</td>
          <td class="paramname"> <em>renderPass</em>          </td>
          <td>&nbsp;)&nbsp;</td>
          <td><code> [pure virtual]</code></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Called before a render pass begins. 
<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>renderPass,:</em>&nbsp;</td><td>the render pass that's about to begin </td></tr>
  </table>
</dl>

</div>
</div><p>
<hr>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_i_light_manager_8h-source.html">ILightManager.h</a></ul>
</div>
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