Sophie

Sophie

distrib > Mandriva > 2010.1 > x86_64 > media > contrib-release > by-pkgid > 58828b263d8f56d90ac336dea07a4586 > files > 875

irrlicht-doc-1.6.1-1mdv2010.1.x86_64.rpm

<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
<title>Irrlicht Engine: irr::scene Namespace Reference</title>
<link href="doxygen.css" rel="stylesheet" type="text/css">
</head><body>
<table class="irrlicht" >
  <tr valign="middle"> 
    <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> 
      | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> 
      | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> 
      | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical 
      List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> 
      Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> 
      | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> 
      Namespace&nbsp;Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class 
      members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File 
      members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td>
  </tr>
</table>
<!-- 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>
  </div>
<div class="contents">
<h1>irr::scene Namespace Reference</h1>All <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> management can be found in this namespace: Mesh loading, special <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 like octrees and billboards, ...  
<a href="#_details">More...</a>
<p>
<table border="0" cellpadding="0" cellspacing="0">
<tr><td></td></tr>
<tr><td colspan="2"><br><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_c_dynamic_mesh_buffer.html">CDynamicMeshBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_c_index_buffer.html">CIndexBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Template implementation of the <a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a> interface.  <a href="classirr_1_1scene_1_1_c_mesh_buffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_c_vertex_buffer.html">CVertexBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html">IAnimatedMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for an animated mesh.  <a href="classirr_1_1scene_1_1_i_animated_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_m_d2.html">IAnimatedMeshMD2</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for using some special functions of MD2 meshes.  <a href="classirr_1_1scene_1_1_i_animated_mesh_m_d2.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_m_d3.html">IAnimatedMeshMD3</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for using some special functions of MD3 meshes.  <a href="classirr_1_1scene_1_1_i_animated_mesh_m_d3.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html">IAnimatedMeshSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene node capable of displaying an animated mesh and its shadow.  <a href="classirr_1_1scene_1_1_i_animated_mesh_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_animation_end_call_back.html">IAnimationEndCallBack</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Callback interface for catching events of ended animations.  <a href="classirr_1_1scene_1_1_i_animation_end_call_back.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_billboard_scene_node.html">IBillboardSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A billboard <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.  <a href="classirr_1_1scene_1_1_i_billboard_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_billboard_text_scene_node.html">IBillboardTextSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A billboard text <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.  <a href="classirr_1_1scene_1_1_i_billboard_text_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_bone_scene_node.html">IBoneSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for bones used for skeletal animation.  <a href="classirr_1_1scene_1_1_i_bone_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_camera_scene_node.html">ICameraSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene Node which is a (controlable) camera.  <a href="classirr_1_1scene_1_1_i_camera_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_collision_callback.html">ICollisionCallback</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Callback interface for catching events of collisions.  <a href="classirr_1_1scene_1_1_i_collision_callback.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_dummy_transformation_scene_node.html">IDummyTransformationSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Dummy <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 for adding additional transformations to 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> graph.  <a href="classirr_1_1scene_1_1_i_dummy_transformation_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_dynamic_mesh_buffer.html">IDynamicMeshBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_geometry_creator.html">IGeometryCreator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Helper class for creating geometry on the fly.  <a href="classirr_1_1scene_1_1_i_geometry_creator.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_index_buffer.html">IIndexBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_manager.html">ILightManager</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><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="classirr_1_1scene_1_1_i_light_manager.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_light_scene_node.html">ILightSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene node which is a dynamic light.  <a href="classirr_1_1scene_1_1_i_light_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh.html">IMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Class which holds the geometry of an object.  <a href="classirr_1_1scene_1_1_i_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html">IMeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Struct for holding a mesh with a single material.  <a href="classirr_1_1scene_1_1_i_mesh_buffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_cache.html">IMeshCache</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The mesh cache stores already loaded meshes and provides an interface to them.  <a href="classirr_1_1scene_1_1_i_mesh_cache.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_loader.html">IMeshLoader</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Class which is able to load an animated mesh from a file.  <a href="classirr_1_1scene_1_1_i_mesh_loader.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_manipulator.html">IMeshManipulator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An interface for easy manipulation of meshes.  <a href="classirr_1_1scene_1_1_i_mesh_manipulator.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_scene_node.html">IMeshSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A <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 displaying a static mesh.  <a href="classirr_1_1scene_1_1_i_mesh_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_mesh_writer.html">IMeshWriter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for writing meshes.  <a href="classirr_1_1scene_1_1_i_mesh_writer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_meta_triangle_selector.html">IMetaTriangleSelector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for making multiple triangle selectors work as one big selector.  <a href="classirr_1_1scene_1_1_i_meta_triangle_selector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_affector.html">IParticleAffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector modifies particles.  <a href="classirr_1_1scene_1_1_i_particle_affector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html">IParticleAnimatedMeshSceneNodeEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits particles from mesh vertices.  <a href="classirr_1_1scene_1_1_i_particle_animated_mesh_scene_node_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_attraction_affector.html">IParticleAttractionAffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector which attracts or detracts particles.  <a href="classirr_1_1scene_1_1_i_particle_attraction_affector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_box_emitter.html">IParticleBoxEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits particles from a box shaped space.  <a href="classirr_1_1scene_1_1_i_particle_box_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_cylinder_emitter.html">IParticleCylinderEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits from a cylindrically shaped space.  <a href="classirr_1_1scene_1_1_i_particle_cylinder_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter for using with particle systems.  <a href="classirr_1_1scene_1_1_i_particle_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_fade_out_affector.html">IParticleFadeOutAffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector which fades out the particles.  <a href="classirr_1_1scene_1_1_i_particle_fade_out_affector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_gravity_affector.html">IParticleGravityAffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector which applies gravity to particles.  <a href="classirr_1_1scene_1_1_i_particle_gravity_affector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_mesh_emitter.html">IParticleMeshEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits from vertices of a mesh.  <a href="classirr_1_1scene_1_1_i_particle_mesh_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_ring_emitter.html">IParticleRingEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits particles along a ring shaped area.  <a href="classirr_1_1scene_1_1_i_particle_ring_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_rotation_affector.html">IParticleRotationAffector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle affector which rotates the particle system.  <a href="classirr_1_1scene_1_1_i_particle_rotation_affector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_sphere_emitter.html">IParticleSphereEmitter</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle emitter which emits from a spherical space.  <a href="classirr_1_1scene_1_1_i_particle_sphere_emitter.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_particle_system_scene_node.html">IParticleSystemSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A particle system <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 for creating snow, fire, exlosions, smoke...  <a href="classirr_1_1scene_1_1_i_particle_system_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_q3_level_mesh.html">IQ3LevelMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.  <a href="classirr_1_1scene_1_1_i_q3_level_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_collision_manager.html">ISceneCollisionManager</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Scene Collision Manager provides methods for performing collision tests and picking on <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.  <a href="classirr_1_1scene_1_1_i_scene_collision_manager.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html">ISceneManager</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Scene Manager manages <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, mesh recources, cameras and all the other stuff.  <a href="classirr_1_1scene_1_1_i_scene_manager.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene node interface.  <a href="classirr_1_1scene_1_1_i_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Animates a <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. Can animate position, rotation, material, and so on.  <a href="classirr_1_1scene_1_1_i_scene_node_animator.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_camera_f_p_s.html">ISceneNodeAnimatorCameraFPS</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Special <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 animator for FPS cameras.  <a href="classirr_1_1scene_1_1_i_scene_node_animator_camera_f_p_s.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_camera_maya.html">ISceneNodeAnimatorCameraMaya</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Special <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 animator for Maya-style cameras.  <a href="classirr_1_1scene_1_1_i_scene_node_animator_camera_maya.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html">ISceneNodeAnimatorCollisionResponse</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Special <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 animator for doing automatic collision detection and response.  <a href="classirr_1_1scene_1_1_i_scene_node_animator_collision_response.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html">ISceneNodeAnimatorFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for dynamic creation of <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.  <a href="classirr_1_1scene_1_1_i_scene_node_animator_factory.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_node_factory.html">ISceneNodeFactory</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for dynamic creation of <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.  <a href="classirr_1_1scene_1_1_i_scene_node_factory.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html">ISceneUserDataSerializer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface to read and write user data to and from .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files.  <a href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_shadow_volume_scene_node.html">IShadowVolumeSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Scene node for rendering a shadow volume into a stencil buffer.  <a href="classirr_1_1scene_1_1_i_shadow_volume_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_skinned_mesh.html">ISkinnedMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for using some special functions of Skinned meshes.  <a href="classirr_1_1scene_1_1_i_skinned_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_terrain_scene_node.html">ITerrainSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A <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 for displaying terrain using the geo mip map algorithm.  <a href="classirr_1_1scene_1_1_i_terrain_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_text_scene_node.html">ITextSceneNode</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A <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 for displaying 2d text at a position in three dimensional space.  <a href="classirr_1_1scene_1_1_i_text_scene_node.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_triangle_selector.html">ITriangleSelector</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface to return triangles with specific properties.  <a href="classirr_1_1scene_1_1_i_triangle_selector.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_vertex_buffer.html">IVertexBuffer</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_i_volume_light_scene_node.html">IVolumeLightSceneNode</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_animated_mesh.html">SAnimatedMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Simple implementation of the <a class="el" href="classirr_1_1scene_1_1_i_animated_mesh.html" title="Interface for an animated mesh.">IAnimatedMesh</a> interface.  <a href="structirr_1_1scene_1_1_s_animated_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_animation_info.html">SMD3AnimationInfo</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_face.html">SMD3Face</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Triangle Index.  <a href="structirr_1_1scene_1_1_s_m_d3_face.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_header.html">SMD3Header</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">this holds the header info of the MD3 file  <a href="structirr_1_1scene_1_1_s_m_d3_header.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_mesh.html">SMD3Mesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Holding Frames Buffers and Tag Infos.  <a href="structirr_1_1scene_1_1_s_m_d3_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_mesh_buffer.html">SMD3MeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Holding Frame Data for a Mesh.  <a href="structirr_1_1scene_1_1_s_m_d3_mesh_buffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_mesh_header.html">SMD3MeshHeader</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">this holds the header info of an MD3 mesh section  <a href="structirr_1_1scene_1_1_s_m_d3_mesh_header.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag.html">SMD3QuaternionTag</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">hold a tag info for connecting meshes  <a href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag_list.html">SMD3QuaternionTagList</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">holds a associative list of named quaternions  <a href="structirr_1_1scene_1_1_s_m_d3_quaternion_tag_list.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_tex_coord.html">SMD3TexCoord</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Texture Coordinate.  <a href="structirr_1_1scene_1_1_s_m_d3_tex_coord.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_m_d3_vertex.html">SMD3Vertex</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Compressed Vertex Data.  <a href="structirr_1_1scene_1_1_s_m_d3_vertex.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_mesh.html">SMesh</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Simple implementation of the <a class="el" href="classirr_1_1scene_1_1_i_mesh.html" title="Class which holds the geometry of an object.">IMesh</a> interface.  <a href="structirr_1_1scene_1_1_s_mesh.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_particle.html">SParticle</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Struct for holding particle data.  <a href="structirr_1_1scene_1_1_s_particle.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_shared_mesh_buffer.html">SSharedMeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Implementation of the <a class="el" href="classirr_1_1scene_1_1_i_mesh_buffer.html" title="Struct for holding a mesh with a single material.">IMeshBuffer</a> interface with shared vertex list.  <a href="structirr_1_1scene_1_1_s_shared_mesh_buffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_skin_mesh_buffer.html">SSkinMeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">A mesh buffer able to choose between S3DVertex2TCoords, S3DVertex and S3DVertexTangents at runtime.  <a href="structirr_1_1scene_1_1_s_skin_mesh_buffer.html#_details">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_s_view_frustum.html">SViewFrustum</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Defines the view frustum. That's the space visible by the camera.  <a href="structirr_1_1scene_1_1_s_view_frustum.html#_details">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Namespaces</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">namespace &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene_1_1quake3.html">quake3</a></td></tr>

<tr><td colspan="2"><br><h2>Typedefs</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a>&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#719d36e28f832373a9aa9596bde0da89">IParticlePointEmitter</a></td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br>
&lt; <a class="el" href="structirr_1_1video_1_1_s3_d_vertex.html">video::S3DVertex</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#76de145884afd2965d09c28d6bf89616">SMeshBuffer</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Standard meshbuffer.  <a href="#76de145884afd2965d09c28d6bf89616"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br>
&lt; <a class="el" href="structirr_1_1video_1_1_s3_d_vertex2_t_coords.html">video::S3DVertex2TCoords</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#0e95bd297e19ab7ab7160293b53b0584">SMeshBufferLightMap</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Meshbuffer with two texture coords per vertex, e.g. for lightmaps.  <a href="#0e95bd297e19ab7ab7160293b53b0584"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br>
&lt; <a class="el" href="structirr_1_1video_1_1_s3_d_vertex_tangents.html">video::S3DVertexTangents</a> &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a8137e76f0ada61f342d3de6cf07680a">SMeshBufferTangents</a></td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Meshbuffer with vertices having tangents stored, e.g. for normal mapping.  <a href="#a8137e76f0ada61f342d3de6cf07680a"></a><br></td></tr>
<tr><td colspan="2"><br><h2>Enumerations</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61">E_ANIMATED_MESH_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c616f44a8730987c53332017ff74048acd0">EAMT_UNKNOWN</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c613b87f459cd5f287626c4fd9aaf729284">EAMT_MD2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c6158cbe2b4f04ce4cb05bd209259a88e49">EAMT_MD3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61a5e0b4b1881d9e999cf7a7a1906e82f3">EAMT_OBJ</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c612f02513e0a6ac2b377bf3a047c2a002d">EAMT_BSP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c610ffa679fb212ad86cfce62c25feb2643">EAMT_3DS</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c615d30dfa5853b572ca852a57009ac5a39">EAMT_MY3D</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c6197f8157a0c61e552ca83c93445895ec1">EAMT_LMTS</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c612525eebcc0c30bffe5378c0e81a88fb6">EAMT_CSM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61ea718c6b9b8485a394a5ea9118584d35">EAMT_OCT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61633362dee1f292db6e26ae9a029dbebc">EAMT_SKINNED</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Possible types of (animated) meshes.  <a href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801">E_BONE_ANIMATION_MODE</a> { <a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801d26c52974d12b0f95256af5f9ba11bde">EBAM_AUTOMATIC</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480149f9737e748ea0a6fe7e4a636edcdd1b">EBAM_ANIMATED</a>, 
<a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd448015cc55f24b347cbc72b22aff86eb3b18a">EBAM_UNANIMATED</a>, 
<a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd4480144d54a6246d59a7ab11fc0c4c86ee7ab">EBAM_COUNT</a>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enumeration for different bone animation modes.  <a href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">E_BONE_SKINNING_SPACE</a> { <a class="el" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb024fe7bb628e922486989ca66e294811">EBSS_LOCAL</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd73d241e222b6402d5e2064625d4823b">EBSS_GLOBAL</a>, 
<a class="el" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fbd92dab44c392e53ca99dfdd2f0ccf790">EBSS_COUNT</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8c">E_BUFFER_TYPE</a> { <a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8cee6d32ea2b56461fe8b0706c91b10d86">EBT_NONE</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8cee6af56d004d0171bdd3f94968be5c9d">EBT_VERTEX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8cc94c9bb193455a5a064f2757eb797bac">EBT_INDEX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8c833624730c30cffccc121fe31aa0832c">EBT_VERTEX_AND_INDEX</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9cce">E_CULLING_TYPE</a> { <a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9ccecf8b41fd7d45781cfb2eb7039ba6b09a">EAC_OFF</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9cce28580fa38fb38096fdf29555d2488ff6">EAC_BOX</a> =  1, 
<a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9cce21aafa18a2103c249f1260ea2ba13774">EAC_FRUSTUM_BOX</a> =  2, 
<a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9ccea43d4737db36d4c34225155ec628e170">EAC_FRUSTUM_SPHERE</a> =  4
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An enumeration for all types of automatic culling for built-in scene nodes.  <a href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9cce">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe">E_DEBUG_SCENE_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe25111b15f03bee9a99498737286916dc">EDS_OFF</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe19e56bb3d3b18134fa63e0529629b427">EDS_BBOX</a> =  1, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe2713e470ee18ec9bfe40fdfb502f8b05">EDS_NORMALS</a> =  2, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbea7664e189b8641ac54cf27f70f6d8144">EDS_SKELETON</a> =  4, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe349b086537ac770f09935af4e31d3f3e">EDS_MESH_WIRE_OVERLAY</a> =  8, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe1def9e1b7d86e286b07a4b7179e6ed85">EDS_HALF_TRANSPARENCY</a> =  16, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe0179a3df80ac09143dfffed0bd9e99d1">EDS_BBOX_BUFFERS</a> =  32, 
<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe80f38e42f1b8cf169e83f44092367bfe">EDS_BBOX_ALL</a> =  EDS_BBOX | EDS_BBOX_BUFFERS, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe24ffe5e6e99d589b3c80181e7c7dd4e2">EDS_FULL</a> =  0xffffffff
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An enumeration for all types of debug data for built-in scene nodes (flags).  <a href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c27">E_HARDWARE_MAPPING</a> { <a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c276eaae9a4147dfc68ce11fa12b9ce3c0d">EHM_NEVER</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c2752a4dd2fb6fe682da24de33bb59a7cf6">EHM_STATIC</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c279217fb955cf965a1fd48db5e492921fe">EHM_DYNAMIC</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c277a85a790b8f5fa3432a96f39f5a31e36">EHM_STREAM</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#26f30865cf5527e7255a8495e280314c">E_INTERPOLATION_MODE</a> { <a class="el" href="namespaceirr_1_1scene.html#26f30865cf5527e7255a8495e280314cba5f84c1ec6dc808bccdef643643fb66">EIM_CONSTANT</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#26f30865cf5527e7255a8495e280314ceb0eee69d713313af0d1223d70da7b46">EIM_LINEAR</a>, 
<a class="el" href="namespaceirr_1_1scene.html#26f30865cf5527e7255a8495e280314c7c2057a6943b57b8adb3358b3b33bbdf">EIM_COUNT</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa5">E_JOINT_UPDATE_ON_RENDER</a> { <a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa50f5945f06c8d8399203f155b797ce4a9">EJUOR_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa586ddaa95ce432966c492ecce52e98187">EJUOR_READ</a>, 
<a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa5aebc2a3dd56293692e21792ed59bbc0f">EJUOR_CONTROL</a>, 
<a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa565716ea4df0d58ed60006508f94070b0">EJUOR_COUNT</a>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1d">E_MESH_WRITER_FLAGS</a> { <a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1df2dfebddfd0a2cd2b558e23cb6a87464">EMWF_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1dee23ec8ad339e67c03c424d5adb94a66">EMWF_WRITE_LIGHTMAPS</a> =  0x1, 
<a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1dc7c70ee80dc1a33aac68d317cb9c2cb7">EMWF_WRITE_COMPRESSED</a> =  0x2, 
<a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1d06511a5df874b2b69a146e0bbcb70309">EMWF_WRITE_BINARY</a> =  0x4
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">flags configuring mesh writing  <a href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1d">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b">E_PARTICLE_AFFECTOR_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010bc5e1a70b4a2cecc5bf29d35f1e38aac1">EPAT_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b90fb4c0dd7e58e7373b76596060402e1">EPAT_ATTRACT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010ba6b5c24be100f9beeb20a096105149f4">EPAT_FADE_OUT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b091fb685410e8b2134f7a81ae689ec5e">EPAT_GRAVITY</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b25ace022a9e33b02eb1faeb6fa526575">EPAT_ROTATE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b9241becabb2dc35e6c1a612a454433de">EPAT_SCALE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b3decef25f1986898147a12b259ed8573">EPAT_COUNT</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Types of built in particle affectors.  <a href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b">E_PARTICLE_EMITTER_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272bfc201018448a1f3d89151f22c33c53c3">EPET_POINT</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b448cfefed583b0d3248414c8fb5a2e80">EPET_ANIMATED_MESH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272ba97953394f59cabeea2c2dda9938d745">EPET_BOX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272ba466f9d78fa14ace831342ebb76ad9e6">EPET_CYLINDER</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b5b78b795480a2f86f3ebe176e39da883">EPET_MESH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272be71cfa584d0b54671ba70bfd8dff8256">EPET_RING</a>, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b0d46a5e3b07f6c8a4ebbdd6e9022dbf9">EPET_SPHERE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272bc8b95f0033334e772ff03434b099fb38">EPET_COUNT</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Types of built in particle emitters.  <a href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc">E_PRIMITIVE_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc180689eadf794441c2c2dcd87462e203">EPT_POINTS</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc5e391340a0edd5f94b7e2a977637215c">EPT_LINE_STRIP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dcf54da57a43051cfc6e95185b38e86625">EPT_LINE_LOOP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc1227c9648d4d9d7449ca1f959740b92b">EPT_LINES</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dcef19e8b586de395af81c8cd9851a1b40">EPT_TRIANGLE_STRIP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc7646edca10a2b18da4c0fd49cc8f11e4">EPT_TRIANGLE_FAN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc237fc76e4b259febd27b4b84066ca581">EPT_TRIANGLES</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc534dcefd6a3db8c0d30e9af6e14b7800">EPT_QUAD_STRIP</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc727ed6957405bfa168dbdb910f0eb0da">EPT_QUADS</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dcc8a1de1f2ebd41892e66f833e42bb260">EPT_POLYGON</a>, 
<a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dcf2708b13ed29bcc856624e9222755ef7">EPT_POINT_SPRITES</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enumeration for all primitive types there are.  <a href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f1f79a46e7a41716dcae5c8dfe8d310bb">ESNRP_NONE</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f26f6af7911240e22003f327aef126053">ESNRP_CAMERA</a> = 1, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f1390daf021e4354eb3dc8d5d46fb7dc0">ESNRP_LIGHT</a> = 2, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67fc41f4cb4900e84b9e55462089d0e3cb8">ESNRP_SKY_BOX</a> = 4, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f5ceee6e4bc2fab42c663b32018e276e8">ESNRP_AUTOMATIC</a> = 24, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67fd058b020ab42ad745cc03fe379148e1f">ESNRP_SOLID</a> = 8, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67fd3a1300505d0ab06133e25256b893b2b">ESNRP_TRANSPARENT</a> = 16, 
<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f3d134d3f703e328ab5798e5ff4a5c186">ESNRP_TRANSPARENT_EFFECT</a> = 32, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67fdbc7353e3092974abaa4d063faa22421">ESNRP_SHADOW</a> = 64
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enumeration for render passes.  <a href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044">E_TERRAIN_PATCH_SIZE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d6152304494031c5146d368e0f634487093b5ae16">ETPS_9</a> =  9, 
<a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044be94d6195f435b8e08a38269e63af72e">ETPS_17</a> =  17, 
<a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044dcad925a0a6f39b889909450a4b5b35c">ETPS_33</a> =  33, 
<a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044edfd2b84fad4913885601a09ab3b7f91">ETPS_65</a> =  65, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044f34ae7ee14ebe5bdd1e939afd3f17427">ETPS_129</a> =  129
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">enumeration for patch sizes specifying the size of patches in the TerrainSceneNode  <a href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19">EMD2_ANIMATION_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f1935893ae58423c41dace23ad13e262e2c">EMAT_STAND</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19f240ef944e6e257ec369f87053c756e8">EMAT_RUN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f192ff847d13f50b9ade089808df381bc42">EMAT_ATTACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f197ef3070606abf1d6529512a0540a376d">EMAT_PAIN_A</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f1917fe910179f2ceb045b6c865421add5e">EMAT_PAIN_B</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f195e80f8bb897b8d5001a9741d60a34ae5">EMAT_PAIN_C</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19e405ebd94a9595eb0e5444eab4157aee">EMAT_JUMP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f1942b8468a0cb84cc5f9a3433618ac85c2">EMAT_FLIP</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19b193197927cc2408970e3039e6457309">EMAT_SALUTE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19b964cb1e2ac0ecdbd3ac30b58dfe717f">EMAT_FALLBACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f190de1308a8a0535299fa09df80ddc0338">EMAT_WAVE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19ac114a5c69f38d4f943145dd98929d95">EMAT_POINT</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f1909269e097ca6a8ccd9052c06215d868c">EMAT_CROUCH_STAND</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f1944aaa40b529734cc6e7025aed07be14b">EMAT_CROUCH_WALK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19bfd3904fd08ebb548970b386fb075696">EMAT_CROUCH_ATTACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19461dbf65f5adde2d661bd514a7fd5c5a">EMAT_CROUCH_PAIN</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f192161f76bef818fde2619b74030ec86f0">EMAT_CROUCH_DEATH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19c8c0d550c589fc801e9d24b87e3a489e">EMAT_DEATH_FALLBACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19b517f9cd7ef27068fa07c11cc6838949">EMAT_DEATH_FALLFORWARD</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19b25089817a141836f340f61ad1851b13">EMAT_DEATH_FALLBACKSLOW</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19b5a8ac059e08214f4a233afe0322da87">EMAT_BOOM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f195fab9bcda993dba3607011f09f1b7c81">EMAT_COUNT</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Types of standard md2 animations.  <a href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3">EMD3_ANIMATION_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3ea2a3f484bf90bdbd15062c6bf078ee8">EMD3_BOTH_DEATH_1</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd35715888218e5d4b683155b982e48063e">EMD3_BOTH_DEAD_1</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3a80262786b9b4584691f364c0147e5f0">EMD3_BOTH_DEATH_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd34b84ae0886caa53bd170f1314b53932d">EMD3_BOTH_DEAD_2</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3a3389d681b14944d1d47de34332df5f9">EMD3_BOTH_DEATH_3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd306af8504d0a93bdc0c5e90b674405bdb">EMD3_BOTH_DEAD_3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3f0d8fa0f224a5abd5e59d0830c30dd55">EMD3_TORSO_GESTURE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd33cac7b5a0a450d4b9870b881990e3fa3">EMD3_TORSO_ATTACK_1</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3e76041acf2f0905b1501eabf0dff97af">EMD3_TORSO_ATTACK_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3598cc2a053eef5d9a094cec8a73d3af9">EMD3_TORSO_DROP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3c31416567a53f0c831205268331e014d">EMD3_TORSO_RAISE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3bbc46d060dd1f7248d08064feace53a5">EMD3_TORSO_STAND_1</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3c674330d53ed3b2d45053183c62aba10">EMD3_TORSO_STAND_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3bba0faa0b18d5ee1e27a2414a286d905">EMD3_LEGS_WALK_CROUCH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3564e4b40b5067c51fd8eebc9f72f947f">EMD3_LEGS_WALK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3657330b22d1843fd5b78d7805c36b606">EMD3_LEGS_RUN</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd379839fec176c5fad4410cd2e108736d7">EMD3_LEGS_BACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3ae8bbb6fe2f686ca8ff41223b3e26a6f">EMD3_LEGS_SWIM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3a2623f61b863c78fdba0cd4231fdd78e">EMD3_LEGS_JUMP_1</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd35d561e48b8510a7839738760ba299145">EMD3_LEGS_LAND_1</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd35d47ba16620e91b67449b2cc1cd56cf9">EMD3_LEGS_JUMP_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd36212569186f5f833fa919141079b55d4">EMD3_LEGS_LAND_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd38b907b79463323610ea63357157393dc">EMD3_LEGS_IDLE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd355ee1d4bbaaaead8cdc59d19bee3a009">EMD3_LEGS_IDLE_CROUCH</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3da3d3b742eee02b2a30f8077dadde0ab">EMD3_LEGS_TURN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd33a9b1ea6dbd3f7a93f66e124496fb6fc">EMD3_ANIMATION_COUNT</a>
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Animation list.  <a href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f29">eMD3Models</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f29741d6ffd5463f56e54868b5927673df8">EMD3_HEAD</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f299a3073723f767bfea13f1d9f29272746">EMD3_UPPER</a>, 
<a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f29d266a9d57ba0895dd9032f0fea066508">EMD3_LOWER</a>, 
<a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f296404a8c5fcd65ef4ae7eeae5e90207dc">EMD3_WEAPON</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f29522b4a637da7d32e380667b780d7d56a">EMD3_NUMMODELS</a>
<br>
 }</td></tr>

<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e">EMESH_WRITER_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e8f16d471fc5466a61e71c14158e7be3e">EMWT_IRR_MESH</a> =  MAKE_IRR_ID('i','r','r','m'), 
<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4eb64eaf09eb12d2361e67066b86529ba8">EMWT_COLLADA</a> =  MAKE_IRR_ID('c','o','l','l'), 
<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e8608bd1e505d53e6cc2e7c477b31d8a1">EMWT_STL</a> =  MAKE_IRR_ID('s','t','l',0), 
<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4ee22b9ef8ea7befd1368d7b90bbe12992">EMWT_OBJ</a> =  MAKE_IRR_ID('o','b','j',0), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4ed00c87763ef520a5115e9920968c0108">EMWT_PLY</a> =  MAKE_IRR_ID('p','l','y',0)
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An enumeration for all supported types of built-in mesh writers.  <a href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19">ESCENE_NODE_ANIMATOR_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19dd5f15ecd6c0209d4e3d81a287ae9a66">ESNAT_FLY_CIRCLE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19f71dad2be8d964a88329d2727fb53b74">ESNAT_FLY_STRAIGHT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19ddc7e3bb5180f7087546ccab14dcc4ad">ESNAT_FOLLOW_SPLINE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19689aa5051e83b7f61a7abba85eb1be52">ESNAT_ROTATION</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d192f3e75035fbb3227189a0a3d8bcda993">ESNAT_TEXTURE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19bbafee6e6a120e26a6e1ed6bd3cbdc86">ESNAT_DELETION</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19f5889b6449faa50d3fabd005d4493490">ESNAT_COLLISION_RESPONSE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19e40c836272ace5bf243baaca72dba55c">ESNAT_CAMERA_FPS</a>, 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19851338028c38a91643f70d2a2e5ff8c4">ESNAT_CAMERA_MAYA</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d192bcfe4fb94550fadc4b1e79b8c0d6583">ESNAT_COUNT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19070125dd5b3d35093f912dd3250253c6">ESNAT_UNKNOWN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19c54f052c7c7e45e68d7460c3706a3167">ESNAT_FORCE_32_BIT</a> =  0x7fffffff
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An enumeration for all types of built-in scene node animators.  <a href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19">More...</a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a> { <br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd44d66f5c284aed4d0698d6854b6a72e3">ESNT_CUBE</a> =  MAKE_IRR_ID('c','u','b','e'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd46ad007c8d7d278a6a3769714c5dacdb">ESNT_SPHERE</a> =  MAKE_IRR_ID('s','p','h','r'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd65e7b71bf270e10f94d88bcab8cbf184">ESNT_TEXT</a> =  MAKE_IRR_ID('t','e','x','t'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd80e25755278a5e89d190c9221f2bb181">ESNT_WATER_SURFACE</a> =  MAKE_IRR_ID('w','a','t','r'), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd699880de1c55e8ed4ae24b0e07df972a">ESNT_TERRAIN</a> =  MAKE_IRR_ID('t','e','r','r'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bdc47a4c2ad206e916f080ad28faed7f3b">ESNT_SKY_BOX</a> =  MAKE_IRR_ID('s','k','y','_'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd9bef60dbd27db262591c836beb472160">ESNT_SKY_DOME</a> =  MAKE_IRR_ID('s','k','y','d'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd41e004ec85286fba1d14c00273df039e">ESNT_SHADOW_VOLUME</a> =  MAKE_IRR_ID('s','h','d','w'), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd4c5badb04555328f19aef514e077ca5a">ESNT_OCT_TREE</a> =  MAKE_IRR_ID('o','c','t','t'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd25998267ed8640ca0c432df23f1b71fe">ESNT_MESH</a> =  MAKE_IRR_ID('m','e','s','h'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd73c87b4a418b0b7dc9d441cdf45f51e3">ESNT_LIGHT</a> =  MAKE_IRR_ID('l','g','h','t'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd977d9500eeb4d4f23e5676a312367f57">ESNT_EMPTY</a> =  MAKE_IRR_ID('e','m','t','y'), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd1a0385665a70cacbf1c662e2f6a78759">ESNT_DUMMY_TRANSFORMATION</a> =  MAKE_IRR_ID('d','m','m','y'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd117834c96690a72567a0a813708cf3b6">ESNT_CAMERA</a> =  MAKE_IRR_ID('c','a','m','_'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd85e4b3fca8fceb3de9057e91926d2a5f">ESNT_BILLBOARD</a> =  MAKE_IRR_ID('b','i','l','l'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd073d7fe9dfd49f24cb13bfae56d8d3b6">ESNT_ANIMATED_MESH</a> =  MAKE_IRR_ID('a','m','s','h'), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bdb027cde22a402f6f7f19eb714acf26a4">ESNT_PARTICLE_SYSTEM</a> =  MAKE_IRR_ID('p','t','c','l'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd240e6f8e61816ea8f0cdf840b457734c">ESNT_Q3SHADER_SCENE_NODE</a> =  MAKE_IRR_ID('q','3','s','h'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd9e1745f6f4b6772eb8b92de4436db5b6">ESNT_MD3_SCENE_NODE</a> =  MAKE_IRR_ID('m','d','3','_'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd4dc59bfbe8afbb4d97bbbad1b356bea6">ESNT_VOLUME_LIGHT</a> =  MAKE_IRR_ID('v','o','l','l'), 
<br>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd0f55e02501e38f435f1cca657983f933">ESNT_CAMERA_MAYA</a> =  MAKE_IRR_ID('c','a','m','M'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bdcbc402c4f01adcc87f3f8e9c004bdcd6">ESNT_CAMERA_FPS</a> =  MAKE_IRR_ID('c','a','m','F'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd0c24ab203e5e0dc055f82fbca65d4f47">ESNT_UNKNOWN</a> =  MAKE_IRR_ID('u','n','k','n'), 
<a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bda61d9ba5a5ec51a33600f83fb8bd71f5">ESNT_ANY</a> =  MAKE_IRR_ID('a','n','y','_')
<br>
 }</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">An enumeration for all types of built-in scene nodes.  <a href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">More...</a><br></td></tr>
<tr><td colspan="2"><br><h2>Variables</h2></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#b585d23bc2a3d02cd368d8bfd0b1414a">ALLOW_ZWRITE_ON_TRANSPARENT</a> = &quot;Allow_ZWrite_On_Transparent&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.  <a href="#b585d23bc2a3d02cd368d8bfd0b1414a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#fb3e3fc1668bd602189bab446801aa12">AutomaticCullingNames</a> []</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for culling type.  <a href="#fb3e3fc1668bd602189bab446801aa12"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#0a190773ebdbed9f134b17d496fc526a">B3D_LOADER_IGNORE_MIPMAP_FLAG</a> = &quot;B3D_IgnoreMipmapFlag&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Flag to ignore the b3d file's mipmapping flag.  <a href="#0a190773ebdbed9f134b17d496fc526a"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#578945909729ca194b0d44852aab8021">BoneAnimationModeNames</a> []</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for bone animation modes.  <a href="#578945909729ca194b0d44852aab8021"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#157681b3ef101a801ce278e6f21de946">COLLADA_CREATE_SCENE_INSTANCES</a> = &quot;COLLADA_CreateSceneInstances&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter specifying the COLLADA mesh loading mode.  <a href="#157681b3ef101a801ce278e6f21de946"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ecf002b9e14bd101b455632e1c260a8d">CSM_TEXTURE_PATH</a> = &quot;CSM_TexturePath&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for changing the texture path of the built-in csm loader.  <a href="#ecf002b9e14bd101b455632e1c260a8d"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#767a12984dbf7a4f0917993d748d1350">DEBUG_NORMAL_COLOR</a> = &quot;DEBUG_Normal_Color&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for setting the color of debug normals.  <a href="#767a12984dbf7a4f0917993d748d1350"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#19153395855d08302b70dcfa9247eb51">DEBUG_NORMAL_LENGTH</a> = &quot;DEBUG_Normal_Length&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for setting the length of debug normals.  <a href="#19153395855d08302b70dcfa9247eb51"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#fd6e025453e80983de80371dc56718ef">DMF_ALPHA_CHANNEL_REF</a> = &quot;DMF_AlphaRef&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for setting reference value of alpha in transparent materials.  <a href="#fd6e025453e80983de80371dc56718ef"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#cdc1ddd0bfeb4118a5d8f3ea953717f6">DMF_FLIP_ALPHA_TEXTURES</a> = &quot;DMF_FlipAlpha&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for choose to flip or not tga files.  <a href="#cdc1ddd0bfeb4118a5d8f3ea953717f6"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#e996d826263cf504dd0260d0a096b0d0">DMF_IGNORE_MATERIALS_DIRS</a> = &quot;DMF_IgnoreMaterialsDir&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.  <a href="#e996d826263cf504dd0260d0a096b0d0"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#2a6e8bd33eaec1815e3e16a59c269fb5">DMF_TEXTURE_PATH</a> = &quot;DMF_TexturePath&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for changing the texture path of the built-in DMF loader.  <a href="#2a6e8bd33eaec1815e3e16a59c269fb5"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#7a3f4a75d85bd2b3f6bc4dd58f3ce585">IRR_SCENE_MANAGER_IS_EDITOR</a> = &quot;IRR_Editor&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Flag set as parameter when 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> manager is used as editor.  <a href="#7a3f4a75d85bd2b3f6bc4dd58f3ce585"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#1d81a2ac8866dfa4a0ff3bdece327f75">LMTS_TEXTURE_PATH</a> = &quot;LMTS_TexturePath&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for changing the texture path of the built-in lmts loader.  <a href="#1d81a2ac8866dfa4a0ff3bdece327f75"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#54eb9ea68ba13b4689444f8d34e338b9">MY3D_TEXTURE_PATH</a> = &quot;MY3D_TexturePath&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Name of the parameter for changing the texture path of the built-in my3d loader.  <a href="#54eb9ea68ba13b4689444f8d34e338b9"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#fb0c389302c1e7ad39f83d558dbb2699">OBJ_LOADER_IGNORE_GROUPS</a> = &quot;OBJ_IgnoreGroups&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Flag to avoid loading group structures in .obj files.  <a href="#fb0c389302c1e7ad39f83d558dbb2699"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#c7d5a31e2146062ddbde288115bb6c7b">OBJ_LOADER_IGNORE_MATERIAL_FILES</a> = &quot;OBJ_IgnoreMaterialFiles&quot;</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Flag to avoid loading material .mtl file for .obj files.  <a href="#c7d5a31e2146062ddbde288115bb6c7b"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#1ce0e47158d68b401d23d833bc70bb86">ParticleAffectorTypeNames</a> []</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for built in particle affectors.  <a href="#1ce0e47158d68b401d23d833bc70bb86"></a><br></td></tr>
<tr><td class="memItemLeft" nowrap align="right" valign="top">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#df760b7abdec907704ec6190dfc0caba">ParticleEmitterTypeNames</a> []</td></tr>

<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for built in particle emitters.  <a href="#df760b7abdec907704ec6190dfc0caba"></a><br></td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
All <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> management can be found in this namespace: Mesh loading, special <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 like octrees and billboards, ... <hr><h2>Typedef Documentation</h2>
<a class="anchor" name="719d36e28f832373a9aa9596bde0da89"></a><!-- doxytag: member="irr::scene::IParticlePointEmitter" ref="719d36e28f832373a9aa9596bde0da89" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">typedef <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">IParticleEmitter</a> <a class="el" href="classirr_1_1scene_1_1_i_particle_emitter.html">irr::scene::IParticlePointEmitter</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>

<p>Definition at line <a class="el" href="_i_particle_emitter_8h-source.html#l00104">104</a> of file <a class="el" href="_i_particle_emitter_8h-source.html">IParticleEmitter.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="76de145884afd2965d09c28d6bf89616"></a><!-- doxytag: member="irr::scene::SMeshBuffer" ref="76de145884afd2965d09c28d6bf89616" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a>&lt;<a class="el" href="structirr_1_1video_1_1_s3_d_vertex.html">video::S3DVertex</a>&gt; <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">irr::scene::SMeshBuffer</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Standard meshbuffer. 
<p>

<p>Definition at line <a class="el" href="_c_mesh_buffer_8h-source.html#l00291">291</a> of file <a class="el" href="_c_mesh_buffer_8h-source.html">CMeshBuffer.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="0e95bd297e19ab7ab7160293b53b0584"></a><!-- doxytag: member="irr::scene::SMeshBufferLightMap" ref="0e95bd297e19ab7ab7160293b53b0584" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a>&lt;<a class="el" href="structirr_1_1video_1_1_s3_d_vertex2_t_coords.html">video::S3DVertex2TCoords</a>&gt; <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">irr::scene::SMeshBufferLightMap</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Meshbuffer with two texture coords per vertex, e.g. for lightmaps. 
<p>

<p>Definition at line <a class="el" href="_c_mesh_buffer_8h-source.html#l00293">293</a> of file <a class="el" href="_c_mesh_buffer_8h-source.html">CMeshBuffer.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="a8137e76f0ada61f342d3de6cf07680a"></a><!-- doxytag: member="irr::scene::SMeshBufferTangents" ref="a8137e76f0ada61f342d3de6cf07680a" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a>&lt;<a class="el" href="structirr_1_1video_1_1_s3_d_vertex_tangents.html">video::S3DVertexTangents</a>&gt; <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">irr::scene::SMeshBufferTangents</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Meshbuffer with vertices having tangents stored, e.g. for normal mapping. 
<p>

<p>Definition at line <a class="el" href="_c_mesh_buffer_8h-source.html#l00295">295</a> of file <a class="el" href="_c_mesh_buffer_8h-source.html">CMeshBuffer.h</a>.</p>

</div>
</div><p>
<hr><h2>Enumeration Type Documentation</h2>
<a class="anchor" name="2fc85a64604521ca063f1881b5dd1c61"></a><!-- doxytag: member="irr::scene::E_ANIMATED_MESH_TYPE" ref="2fc85a64604521ca063f1881b5dd1c61" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c61">irr::scene::E_ANIMATED_MESH_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Possible types of (animated) meshes. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c616f44a8730987c53332017ff74048acd0"></a><!-- doxytag: member="EAMT_UNKNOWN" ref="2fc85a64604521ca063f1881b5dd1c616f44a8730987c53332017ff74048acd0" args="" -->EAMT_UNKNOWN</em>&nbsp;</td><td>
Unknown animated mesh type. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c613b87f459cd5f287626c4fd9aaf729284"></a><!-- doxytag: member="EAMT_MD2" ref="2fc85a64604521ca063f1881b5dd1c613b87f459cd5f287626c4fd9aaf729284" args="" -->EAMT_MD2</em>&nbsp;</td><td>
Quake 2 MD2 model file. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c6158cbe2b4f04ce4cb05bd209259a88e49"></a><!-- doxytag: member="EAMT_MD3" ref="2fc85a64604521ca063f1881b5dd1c6158cbe2b4f04ce4cb05bd209259a88e49" args="" -->EAMT_MD3</em>&nbsp;</td><td>
Quake 3 MD3 model file. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c61a5e0b4b1881d9e999cf7a7a1906e82f3"></a><!-- doxytag: member="EAMT_OBJ" ref="2fc85a64604521ca063f1881b5dd1c61a5e0b4b1881d9e999cf7a7a1906e82f3" args="" -->EAMT_OBJ</em>&nbsp;</td><td>
Maya .obj static model. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c612f02513e0a6ac2b377bf3a047c2a002d"></a><!-- doxytag: member="EAMT_BSP" ref="2fc85a64604521ca063f1881b5dd1c612f02513e0a6ac2b377bf3a047c2a002d" args="" -->EAMT_BSP</em>&nbsp;</td><td>
Quake 3 .bsp static Map. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c610ffa679fb212ad86cfce62c25feb2643"></a><!-- doxytag: member="EAMT_3DS" ref="2fc85a64604521ca063f1881b5dd1c610ffa679fb212ad86cfce62c25feb2643" args="" -->EAMT_3DS</em>&nbsp;</td><td>
3D Studio .3ds file </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c615d30dfa5853b572ca852a57009ac5a39"></a><!-- doxytag: member="EAMT_MY3D" ref="2fc85a64604521ca063f1881b5dd1c615d30dfa5853b572ca852a57009ac5a39" args="" -->EAMT_MY3D</em>&nbsp;</td><td>
My3D Mesh, the file format by Zhuck Dimitry. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c6197f8157a0c61e552ca83c93445895ec1"></a><!-- doxytag: member="EAMT_LMTS" ref="2fc85a64604521ca063f1881b5dd1c6197f8157a0c61e552ca83c93445895ec1" args="" -->EAMT_LMTS</em>&nbsp;</td><td>
Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c612525eebcc0c30bffe5378c0e81a88fb6"></a><!-- doxytag: member="EAMT_CSM" ref="2fc85a64604521ca063f1881b5dd1c612525eebcc0c30bffe5378c0e81a88fb6" args="" -->EAMT_CSM</em>&nbsp;</td><td>
Cartography Shop .csm file. This loader was created by Saurav Mohapatra. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c61ea718c6b9b8485a394a5ea9118584d35"></a><!-- doxytag: member="EAMT_OCT" ref="2fc85a64604521ca063f1881b5dd1c61ea718c6b9b8485a394a5ea9118584d35" args="" -->EAMT_OCT</em>&nbsp;</td><td>
.oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. 
<p>
The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht </td></tr>
<tr><td valign="top"><em><a class="anchor" name="2fc85a64604521ca063f1881b5dd1c61633362dee1f292db6e26ae9a029dbebc"></a><!-- doxytag: member="EAMT_SKINNED" ref="2fc85a64604521ca063f1881b5dd1c61633362dee1f292db6e26ae9a029dbebc" args="" -->EAMT_SKINNED</em>&nbsp;</td><td>
generic skinned mesh </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_8h-source.html#l00016">16</a> of file <a class="el" href="_i_animated_mesh_8h-source.html">IAnimatedMesh.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="318162c0a3aad1cf228ed7daddd44801"></a><!-- doxytag: member="irr::scene::E_BONE_ANIMATION_MODE" ref="318162c0a3aad1cf228ed7daddd44801" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#318162c0a3aad1cf228ed7daddd44801">irr::scene::E_BONE_ANIMATION_MODE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Enumeration for different bone animation modes. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="318162c0a3aad1cf228ed7daddd44801d26c52974d12b0f95256af5f9ba11bde"></a><!-- doxytag: member="EBAM_AUTOMATIC" ref="318162c0a3aad1cf228ed7daddd44801d26c52974d12b0f95256af5f9ba11bde" args="" -->EBAM_AUTOMATIC</em>&nbsp;</td><td>
The bone is usually animated, unless it's parent is not animated. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="318162c0a3aad1cf228ed7daddd4480149f9737e748ea0a6fe7e4a636edcdd1b"></a><!-- doxytag: member="EBAM_ANIMATED" ref="318162c0a3aad1cf228ed7daddd4480149f9737e748ea0a6fe7e4a636edcdd1b" args="" -->EBAM_ANIMATED</em>&nbsp;</td><td>
The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="318162c0a3aad1cf228ed7daddd448015cc55f24b347cbc72b22aff86eb3b18a"></a><!-- doxytag: member="EBAM_UNANIMATED" ref="318162c0a3aad1cf228ed7daddd448015cc55f24b347cbc72b22aff86eb3b18a" args="" -->EBAM_UNANIMATED</em>&nbsp;</td><td>
The bone is not animated by the skin. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="318162c0a3aad1cf228ed7daddd4480144d54a6246d59a7ab11fc0c4c86ee7ab"></a><!-- doxytag: member="EBAM_COUNT" ref="318162c0a3aad1cf228ed7daddd4480144d54a6246d59a7ab11fc0c4c86ee7ab" args="" -->EBAM_COUNT</em>&nbsp;</td><td>
Not an animation mode, just here to count the available modes. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_bone_scene_node_8h-source.html#l00016">16</a> of file <a class="el" href="_i_bone_scene_node_8h-source.html">IBoneSceneNode.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="47bfc785c34c953f926c920cd13ba1fb"></a><!-- doxytag: member="irr::scene::E_BONE_SKINNING_SPACE" ref="47bfc785c34c953f926c920cd13ba1fb" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#47bfc785c34c953f926c920cd13ba1fb">irr::scene::E_BONE_SKINNING_SPACE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="47bfc785c34c953f926c920cd13ba1fb024fe7bb628e922486989ca66e294811"></a><!-- doxytag: member="EBSS_LOCAL" ref="47bfc785c34c953f926c920cd13ba1fb024fe7bb628e922486989ca66e294811" args="" -->EBSS_LOCAL</em>&nbsp;</td><td>
local skinning, standard </td></tr>
<tr><td valign="top"><em><a class="anchor" name="47bfc785c34c953f926c920cd13ba1fbd73d241e222b6402d5e2064625d4823b"></a><!-- doxytag: member="EBSS_GLOBAL" ref="47bfc785c34c953f926c920cd13ba1fbd73d241e222b6402d5e2064625d4823b" args="" -->EBSS_GLOBAL</em>&nbsp;</td><td>
global skinning </td></tr>
<tr><td valign="top"><em><a class="anchor" name="47bfc785c34c953f926c920cd13ba1fbd92dab44c392e53ca99dfdd2f0ccf790"></a><!-- doxytag: member="EBSS_COUNT" ref="47bfc785c34c953f926c920cd13ba1fbd92dab44c392e53ca99dfdd2f0ccf790" args="" -->EBSS_COUNT</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_bone_scene_node_8h-source.html#l00032">32</a> of file <a class="el" href="_i_bone_scene_node_8h-source.html">IBoneSceneNode.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="8f59a89ffef0ad8e5b2c2cb874a93e8c"></a><!-- doxytag: member="irr::scene::E_BUFFER_TYPE" ref="8f59a89ffef0ad8e5b2c2cb874a93e8c" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#8f59a89ffef0ad8e5b2c2cb874a93e8c">irr::scene::E_BUFFER_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="8f59a89ffef0ad8e5b2c2cb874a93e8cee6d32ea2b56461fe8b0706c91b10d86"></a><!-- doxytag: member="EBT_NONE" ref="8f59a89ffef0ad8e5b2c2cb874a93e8cee6d32ea2b56461fe8b0706c91b10d86" args="" -->EBT_NONE</em>&nbsp;</td><td>
Does not change anything. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="8f59a89ffef0ad8e5b2c2cb874a93e8cee6af56d004d0171bdd3f94968be5c9d"></a><!-- doxytag: member="EBT_VERTEX" ref="8f59a89ffef0ad8e5b2c2cb874a93e8cee6af56d004d0171bdd3f94968be5c9d" args="" -->EBT_VERTEX</em>&nbsp;</td><td>
Change the vertex mapping. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="8f59a89ffef0ad8e5b2c2cb874a93e8cc94c9bb193455a5a064f2757eb797bac"></a><!-- doxytag: member="EBT_INDEX" ref="8f59a89ffef0ad8e5b2c2cb874a93e8cc94c9bb193455a5a064f2757eb797bac" args="" -->EBT_INDEX</em>&nbsp;</td><td>
Change the index mapping. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="8f59a89ffef0ad8e5b2c2cb874a93e8c833624730c30cffccc121fe31aa0832c"></a><!-- doxytag: member="EBT_VERTEX_AND_INDEX" ref="8f59a89ffef0ad8e5b2c2cb874a93e8c833624730c30cffccc121fe31aa0832c" args="" -->EBT_VERTEX_AND_INDEX</em>&nbsp;</td><td>
Change both vertex and index mapping to the same value. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_hardware_buffer_flags_8h-source.html#l00028">28</a> of file <a class="el" href="_e_hardware_buffer_flags_8h-source.html">EHardwareBufferFlags.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="cabb2772476aa3706e65a7dc77fd9cce"></a><!-- doxytag: member="irr::scene::E_CULLING_TYPE" ref="cabb2772476aa3706e65a7dc77fd9cce" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#cabb2772476aa3706e65a7dc77fd9cce">irr::scene::E_CULLING_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
An enumeration for all types of automatic culling for built-in <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. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="cabb2772476aa3706e65a7dc77fd9ccecf8b41fd7d45781cfb2eb7039ba6b09a"></a><!-- doxytag: member="EAC_OFF" ref="cabb2772476aa3706e65a7dc77fd9ccecf8b41fd7d45781cfb2eb7039ba6b09a" args="" -->EAC_OFF</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="cabb2772476aa3706e65a7dc77fd9cce28580fa38fb38096fdf29555d2488ff6"></a><!-- doxytag: member="EAC_BOX" ref="cabb2772476aa3706e65a7dc77fd9cce28580fa38fb38096fdf29555d2488ff6" args="" -->EAC_BOX</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="cabb2772476aa3706e65a7dc77fd9cce21aafa18a2103c249f1260ea2ba13774"></a><!-- doxytag: member="EAC_FRUSTUM_BOX" ref="cabb2772476aa3706e65a7dc77fd9cce21aafa18a2103c249f1260ea2ba13774" args="" -->EAC_FRUSTUM_BOX</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="cabb2772476aa3706e65a7dc77fd9ccea43d4737db36d4c34225155ec628e170"></a><!-- doxytag: member="EAC_FRUSTUM_SPHERE" ref="cabb2772476aa3706e65a7dc77fd9ccea43d4737db36d4c34225155ec628e170" args="" -->EAC_FRUSTUM_SPHERE</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_culling_types_8h-source.html#l00016">16</a> of file <a class="el" href="_e_culling_types_8h-source.html">ECullingTypes.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="52b664c4c988113735042b168fc32dbe"></a><!-- doxytag: member="irr::scene::E_DEBUG_SCENE_TYPE" ref="52b664c4c988113735042b168fc32dbe" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe">irr::scene::E_DEBUG_SCENE_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
An enumeration for all types of debug data for built-in <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 (flags). 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe25111b15f03bee9a99498737286916dc"></a><!-- doxytag: member="EDS_OFF" ref="52b664c4c988113735042b168fc32dbe25111b15f03bee9a99498737286916dc" args="" -->EDS_OFF</em>&nbsp;</td><td>
No Debug Data ( Default ). </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe19e56bb3d3b18134fa63e0529629b427"></a><!-- doxytag: member="EDS_BBOX" ref="52b664c4c988113735042b168fc32dbe19e56bb3d3b18134fa63e0529629b427" args="" -->EDS_BBOX</em>&nbsp;</td><td>
Show Bounding Boxes of SceneNode. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe2713e470ee18ec9bfe40fdfb502f8b05"></a><!-- doxytag: member="EDS_NORMALS" ref="52b664c4c988113735042b168fc32dbe2713e470ee18ec9bfe40fdfb502f8b05" args="" -->EDS_NORMALS</em>&nbsp;</td><td>
Show Vertex Normals. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbea7664e189b8641ac54cf27f70f6d8144"></a><!-- doxytag: member="EDS_SKELETON" ref="52b664c4c988113735042b168fc32dbea7664e189b8641ac54cf27f70f6d8144" args="" -->EDS_SKELETON</em>&nbsp;</td><td>
Shows Skeleton/Tags. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe349b086537ac770f09935af4e31d3f3e"></a><!-- doxytag: member="EDS_MESH_WIRE_OVERLAY" ref="52b664c4c988113735042b168fc32dbe349b086537ac770f09935af4e31d3f3e" args="" -->EDS_MESH_WIRE_OVERLAY</em>&nbsp;</td><td>
Overlays Mesh Wireframe. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe1def9e1b7d86e286b07a4b7179e6ed85"></a><!-- doxytag: member="EDS_HALF_TRANSPARENCY" ref="52b664c4c988113735042b168fc32dbe1def9e1b7d86e286b07a4b7179e6ed85" args="" -->EDS_HALF_TRANSPARENCY</em>&nbsp;</td><td>
Temporary use transparency Material Type. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe0179a3df80ac09143dfffed0bd9e99d1"></a><!-- doxytag: member="EDS_BBOX_BUFFERS" ref="52b664c4c988113735042b168fc32dbe0179a3df80ac09143dfffed0bd9e99d1" args="" -->EDS_BBOX_BUFFERS</em>&nbsp;</td><td>
Show Bounding Boxes of all MeshBuffers. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe80f38e42f1b8cf169e83f44092367bfe"></a><!-- doxytag: member="EDS_BBOX_ALL" ref="52b664c4c988113735042b168fc32dbe80f38e42f1b8cf169e83f44092367bfe" args="" -->EDS_BBOX_ALL</em>&nbsp;</td><td>
EDS_BBOX | EDS_BBOX_BUFFERS. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="52b664c4c988113735042b168fc32dbe24ffe5e6e99d589b3c80181e7c7dd4e2"></a><!-- doxytag: member="EDS_FULL" ref="52b664c4c988113735042b168fc32dbe24ffe5e6e99d589b3c80181e7c7dd4e2" args="" -->EDS_FULL</em>&nbsp;</td><td>
Show all debug infos. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_debug_scene_types_8h-source.html#l00014">14</a> of file <a class="el" href="_e_debug_scene_types_8h-source.html">EDebugSceneTypes.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="c7d8ee8d77da75f2580bb9bb17231c27"></a><!-- doxytag: member="irr::scene::E_HARDWARE_MAPPING" ref="c7d8ee8d77da75f2580bb9bb17231c27" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#c7d8ee8d77da75f2580bb9bb17231c27">irr::scene::E_HARDWARE_MAPPING</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="c7d8ee8d77da75f2580bb9bb17231c276eaae9a4147dfc68ce11fa12b9ce3c0d"></a><!-- doxytag: member="EHM_NEVER" ref="c7d8ee8d77da75f2580bb9bb17231c276eaae9a4147dfc68ce11fa12b9ce3c0d" args="" -->EHM_NEVER</em>&nbsp;</td><td>
Don't store on the hardware. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="c7d8ee8d77da75f2580bb9bb17231c2752a4dd2fb6fe682da24de33bb59a7cf6"></a><!-- doxytag: member="EHM_STATIC" ref="c7d8ee8d77da75f2580bb9bb17231c2752a4dd2fb6fe682da24de33bb59a7cf6" args="" -->EHM_STATIC</em>&nbsp;</td><td>
Rarely changed, usually stored completely on the hardware. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="c7d8ee8d77da75f2580bb9bb17231c279217fb955cf965a1fd48db5e492921fe"></a><!-- doxytag: member="EHM_DYNAMIC" ref="c7d8ee8d77da75f2580bb9bb17231c279217fb955cf965a1fd48db5e492921fe" args="" -->EHM_DYNAMIC</em>&nbsp;</td><td>
Sometimes changed, driver optimized placement. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="c7d8ee8d77da75f2580bb9bb17231c277a85a790b8f5fa3432a96f39f5a31e36"></a><!-- doxytag: member="EHM_STREAM" ref="c7d8ee8d77da75f2580bb9bb17231c277a85a790b8f5fa3432a96f39f5a31e36" args="" -->EHM_STREAM</em>&nbsp;</td><td>
Always changed, cache optimizing on the GPU. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_hardware_buffer_flags_8h-source.html#l00013">13</a> of file <a class="el" href="_e_hardware_buffer_flags_8h-source.html">EHardwareBufferFlags.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="26f30865cf5527e7255a8495e280314c"></a><!-- doxytag: member="irr::scene::E_INTERPOLATION_MODE" ref="26f30865cf5527e7255a8495e280314c" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#26f30865cf5527e7255a8495e280314c">irr::scene::E_INTERPOLATION_MODE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="26f30865cf5527e7255a8495e280314cba5f84c1ec6dc808bccdef643643fb66"></a><!-- doxytag: member="EIM_CONSTANT" ref="26f30865cf5527e7255a8495e280314cba5f84c1ec6dc808bccdef643643fb66" args="" -->EIM_CONSTANT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="26f30865cf5527e7255a8495e280314ceb0eee69d713313af0d1223d70da7b46"></a><!-- doxytag: member="EIM_LINEAR" ref="26f30865cf5527e7255a8495e280314ceb0eee69d713313af0d1223d70da7b46" args="" -->EIM_LINEAR</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="26f30865cf5527e7255a8495e280314c7c2057a6943b57b8adb3358b3b33bbdf"></a><!-- doxytag: member="EIM_COUNT" ref="26f30865cf5527e7255a8495e280314c7c2057a6943b57b8adb3358b3b33bbdf" args="" -->EIM_COUNT</em>&nbsp;</td><td>
count of all available interpolation modes </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_skinned_mesh_8h-source.html#l00018">18</a> of file <a class="el" href="_i_skinned_mesh_8h-source.html">ISkinnedMesh.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="4a36461b5fa197ca3c6636c043413fa5"></a><!-- doxytag: member="irr::scene::E_JOINT_UPDATE_ON_RENDER" ref="4a36461b5fa197ca3c6636c043413fa5" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#4a36461b5fa197ca3c6636c043413fa5">irr::scene::E_JOINT_UPDATE_ON_RENDER</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="4a36461b5fa197ca3c6636c043413fa50f5945f06c8d8399203f155b797ce4a9"></a><!-- doxytag: member="EJUOR_NONE" ref="4a36461b5fa197ca3c6636c043413fa50f5945f06c8d8399203f155b797ce4a9" args="" -->EJUOR_NONE</em>&nbsp;</td><td>
do nothing </td></tr>
<tr><td valign="top"><em><a class="anchor" name="4a36461b5fa197ca3c6636c043413fa586ddaa95ce432966c492ecce52e98187"></a><!-- doxytag: member="EJUOR_READ" ref="4a36461b5fa197ca3c6636c043413fa586ddaa95ce432966c492ecce52e98187" args="" -->EJUOR_READ</em>&nbsp;</td><td>
get joints positions from the mesh (for attached nodes, etc) </td></tr>
<tr><td valign="top"><em><a class="anchor" name="4a36461b5fa197ca3c6636c043413fa5aebc2a3dd56293692e21792ed59bbc0f"></a><!-- doxytag: member="EJUOR_CONTROL" ref="4a36461b5fa197ca3c6636c043413fa5aebc2a3dd56293692e21792ed59bbc0f" args="" -->EJUOR_CONTROL</em>&nbsp;</td><td>
control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() ) </td></tr>
<tr><td valign="top"><em><a class="anchor" name="4a36461b5fa197ca3c6636c043413fa565716ea4df0d58ed60006508f94070b0"></a><!-- doxytag: member="EJUOR_COUNT" ref="4a36461b5fa197ca3c6636c043413fa565716ea4df0d58ed60006508f94070b0" args="" -->EJUOR_COUNT</em>&nbsp;</td><td>
count of all available interpolation modes </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_scene_node_8h-source.html#l00019">19</a> of file <a class="el" href="_i_animated_mesh_scene_node_8h-source.html">IAnimatedMeshSceneNode.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="9faae6cd9e415a0553cb4cdc190bbc1d"></a><!-- doxytag: member="irr::scene::E_MESH_WRITER_FLAGS" ref="9faae6cd9e415a0553cb4cdc190bbc1d" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#9faae6cd9e415a0553cb4cdc190bbc1d">irr::scene::E_MESH_WRITER_FLAGS</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
flags configuring mesh writing 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="9faae6cd9e415a0553cb4cdc190bbc1df2dfebddfd0a2cd2b558e23cb6a87464"></a><!-- doxytag: member="EMWF_NONE" ref="9faae6cd9e415a0553cb4cdc190bbc1df2dfebddfd0a2cd2b558e23cb6a87464" args="" -->EMWF_NONE</em>&nbsp;</td><td>
no writer flags </td></tr>
<tr><td valign="top"><em><a class="anchor" name="9faae6cd9e415a0553cb4cdc190bbc1dee23ec8ad339e67c03c424d5adb94a66"></a><!-- doxytag: member="EMWF_WRITE_LIGHTMAPS" ref="9faae6cd9e415a0553cb4cdc190bbc1dee23ec8ad339e67c03c424d5adb94a66" args="" -->EMWF_WRITE_LIGHTMAPS</em>&nbsp;</td><td>
write lightmap textures out if possible </td></tr>
<tr><td valign="top"><em><a class="anchor" name="9faae6cd9e415a0553cb4cdc190bbc1dc7c70ee80dc1a33aac68d317cb9c2cb7"></a><!-- doxytag: member="EMWF_WRITE_COMPRESSED" ref="9faae6cd9e415a0553cb4cdc190bbc1dc7c70ee80dc1a33aac68d317cb9c2cb7" args="" -->EMWF_WRITE_COMPRESSED</em>&nbsp;</td><td>
write in a way that consumes less disk space </td></tr>
<tr><td valign="top"><em><a class="anchor" name="9faae6cd9e415a0553cb4cdc190bbc1d06511a5df874b2b69a146e0bbcb70309"></a><!-- doxytag: member="EMWF_WRITE_BINARY" ref="9faae6cd9e415a0553cb4cdc190bbc1d06511a5df874b2b69a146e0bbcb70309" args="" -->EMWF_WRITE_BINARY</em>&nbsp;</td><td>
write in binary format rather than text </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_mesh_writer_enums_8h-source.html#l00039">39</a> of file <a class="el" href="_e_mesh_writer_enums_8h-source.html">EMeshWriterEnums.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b"></a><!-- doxytag: member="irr::scene::E_PARTICLE_AFFECTOR_TYPE" ref="34c0f9475cfcbda8b50ad816a046010b" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#34c0f9475cfcbda8b50ad816a046010b">irr::scene::E_PARTICLE_AFFECTOR_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Types of built in particle affectors. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010bc5e1a70b4a2cecc5bf29d35f1e38aac1"></a><!-- doxytag: member="EPAT_NONE" ref="34c0f9475cfcbda8b50ad816a046010bc5e1a70b4a2cecc5bf29d35f1e38aac1" args="" -->EPAT_NONE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b90fb4c0dd7e58e7373b76596060402e1"></a><!-- doxytag: member="EPAT_ATTRACT" ref="34c0f9475cfcbda8b50ad816a046010b90fb4c0dd7e58e7373b76596060402e1" args="" -->EPAT_ATTRACT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010ba6b5c24be100f9beeb20a096105149f4"></a><!-- doxytag: member="EPAT_FADE_OUT" ref="34c0f9475cfcbda8b50ad816a046010ba6b5c24be100f9beeb20a096105149f4" args="" -->EPAT_FADE_OUT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b091fb685410e8b2134f7a81ae689ec5e"></a><!-- doxytag: member="EPAT_GRAVITY" ref="34c0f9475cfcbda8b50ad816a046010b091fb685410e8b2134f7a81ae689ec5e" args="" -->EPAT_GRAVITY</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b25ace022a9e33b02eb1faeb6fa526575"></a><!-- doxytag: member="EPAT_ROTATE" ref="34c0f9475cfcbda8b50ad816a046010b25ace022a9e33b02eb1faeb6fa526575" args="" -->EPAT_ROTATE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b9241becabb2dc35e6c1a612a454433de"></a><!-- doxytag: member="EPAT_SCALE" ref="34c0f9475cfcbda8b50ad816a046010b9241becabb2dc35e6c1a612a454433de" args="" -->EPAT_SCALE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="34c0f9475cfcbda8b50ad816a046010b3decef25f1986898147a12b259ed8573"></a><!-- doxytag: member="EPAT_COUNT" ref="34c0f9475cfcbda8b50ad816a046010b3decef25f1986898147a12b259ed8573" args="" -->EPAT_COUNT</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_particle_affector_8h-source.html#l00017">17</a> of file <a class="el" href="_i_particle_affector_8h-source.html">IParticleAffector.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="3e251a881c886884a78adea2e546272b"></a><!-- doxytag: member="irr::scene::E_PARTICLE_EMITTER_TYPE" ref="3e251a881c886884a78adea2e546272b" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#3e251a881c886884a78adea2e546272b">irr::scene::E_PARTICLE_EMITTER_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Types of built in particle emitters. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272bfc201018448a1f3d89151f22c33c53c3"></a><!-- doxytag: member="EPET_POINT" ref="3e251a881c886884a78adea2e546272bfc201018448a1f3d89151f22c33c53c3" args="" -->EPET_POINT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272b448cfefed583b0d3248414c8fb5a2e80"></a><!-- doxytag: member="EPET_ANIMATED_MESH" ref="3e251a881c886884a78adea2e546272b448cfefed583b0d3248414c8fb5a2e80" args="" -->EPET_ANIMATED_MESH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272ba97953394f59cabeea2c2dda9938d745"></a><!-- doxytag: member="EPET_BOX" ref="3e251a881c886884a78adea2e546272ba97953394f59cabeea2c2dda9938d745" args="" -->EPET_BOX</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272ba466f9d78fa14ace831342ebb76ad9e6"></a><!-- doxytag: member="EPET_CYLINDER" ref="3e251a881c886884a78adea2e546272ba466f9d78fa14ace831342ebb76ad9e6" args="" -->EPET_CYLINDER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272b5b78b795480a2f86f3ebe176e39da883"></a><!-- doxytag: member="EPET_MESH" ref="3e251a881c886884a78adea2e546272b5b78b795480a2f86f3ebe176e39da883" args="" -->EPET_MESH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272be71cfa584d0b54671ba70bfd8dff8256"></a><!-- doxytag: member="EPET_RING" ref="3e251a881c886884a78adea2e546272be71cfa584d0b54671ba70bfd8dff8256" args="" -->EPET_RING</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272b0d46a5e3b07f6c8a4ebbdd6e9022dbf9"></a><!-- doxytag: member="EPET_SPHERE" ref="3e251a881c886884a78adea2e546272b0d46a5e3b07f6c8a4ebbdd6e9022dbf9" args="" -->EPET_SPHERE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="3e251a881c886884a78adea2e546272bc8b95f0033334e772ff03434b099fb38"></a><!-- doxytag: member="EPET_COUNT" ref="3e251a881c886884a78adea2e546272bc8b95f0033334e772ff03434b099fb38" args="" -->EPET_COUNT</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_particle_emitter_8h-source.html#l00017">17</a> of file <a class="el" href="_i_particle_emitter_8h-source.html">IParticleEmitter.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc"></a><!-- doxytag: member="irr::scene::E_PRIMITIVE_TYPE" ref="5d7de82f2169761194b2f44d95cdc1dc" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#5d7de82f2169761194b2f44d95cdc1dc">irr::scene::E_PRIMITIVE_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Enumeration for all primitive types there are. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc180689eadf794441c2c2dcd87462e203"></a><!-- doxytag: member="EPT_POINTS" ref="5d7de82f2169761194b2f44d95cdc1dc180689eadf794441c2c2dcd87462e203" args="" -->EPT_POINTS</em>&nbsp;</td><td>
All vertices are non-connected points. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc5e391340a0edd5f94b7e2a977637215c"></a><!-- doxytag: member="EPT_LINE_STRIP" ref="5d7de82f2169761194b2f44d95cdc1dc5e391340a0edd5f94b7e2a977637215c" args="" -->EPT_LINE_STRIP</em>&nbsp;</td><td>
All vertices form a single connected line. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dcf54da57a43051cfc6e95185b38e86625"></a><!-- doxytag: member="EPT_LINE_LOOP" ref="5d7de82f2169761194b2f44d95cdc1dcf54da57a43051cfc6e95185b38e86625" args="" -->EPT_LINE_LOOP</em>&nbsp;</td><td>
Just as LINE_STRIP, but the last and the first vertex is also connected. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc1227c9648d4d9d7449ca1f959740b92b"></a><!-- doxytag: member="EPT_LINES" ref="5d7de82f2169761194b2f44d95cdc1dc1227c9648d4d9d7449ca1f959740b92b" args="" -->EPT_LINES</em>&nbsp;</td><td>
Every two vertices are connected creating n/2 lines. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dcef19e8b586de395af81c8cd9851a1b40"></a><!-- doxytag: member="EPT_TRIANGLE_STRIP" ref="5d7de82f2169761194b2f44d95cdc1dcef19e8b586de395af81c8cd9851a1b40" args="" -->EPT_TRIANGLE_STRIP</em>&nbsp;</td><td>
After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc7646edca10a2b18da4c0fd49cc8f11e4"></a><!-- doxytag: member="EPT_TRIANGLE_FAN" ref="5d7de82f2169761194b2f44d95cdc1dc7646edca10a2b18da4c0fd49cc8f11e4" args="" -->EPT_TRIANGLE_FAN</em>&nbsp;</td><td>
After the first two vertices each vertex defines a new triangle. All around the common first vertex. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc237fc76e4b259febd27b4b84066ca581"></a><!-- doxytag: member="EPT_TRIANGLES" ref="5d7de82f2169761194b2f44d95cdc1dc237fc76e4b259febd27b4b84066ca581" args="" -->EPT_TRIANGLES</em>&nbsp;</td><td>
Explicitly set all vertices for each triangle. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc534dcefd6a3db8c0d30e9af6e14b7800"></a><!-- doxytag: member="EPT_QUAD_STRIP" ref="5d7de82f2169761194b2f44d95cdc1dc534dcefd6a3db8c0d30e9af6e14b7800" args="" -->EPT_QUAD_STRIP</em>&nbsp;</td><td>
After the first two vertices each further tw vetices create a quad with the preceding two. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dc727ed6957405bfa168dbdb910f0eb0da"></a><!-- doxytag: member="EPT_QUADS" ref="5d7de82f2169761194b2f44d95cdc1dc727ed6957405bfa168dbdb910f0eb0da" args="" -->EPT_QUADS</em>&nbsp;</td><td>
Every four vertices create a quad. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dcc8a1de1f2ebd41892e66f833e42bb260"></a><!-- doxytag: member="EPT_POLYGON" ref="5d7de82f2169761194b2f44d95cdc1dcc8a1de1f2ebd41892e66f833e42bb260" args="" -->EPT_POLYGON</em>&nbsp;</td><td>
Just as LINE_LOOP, but filled. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="5d7de82f2169761194b2f44d95cdc1dcf2708b13ed29bcc856624e9222755ef7"></a><!-- doxytag: member="EPT_POINT_SPRITES" ref="5d7de82f2169761194b2f44d95cdc1dcf2708b13ed29bcc856624e9222755ef7" args="" -->EPT_POINT_SPRITES</em>&nbsp;</td><td>
The single vertices are expanded to quad billboards on the GPU. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_mesh_buffer_8h-source.html#l00021">21</a> of file <a class="el" href="_i_mesh_buffer_8h-source.html">IMeshBuffer.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="7862269bd1abc123929d4dbb8200d67f"></a><!-- doxytag: member="irr::scene::E_SCENE_NODE_RENDER_PASS" ref="7862269bd1abc123929d4dbb8200d67f" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#7862269bd1abc123929d4dbb8200d67f">irr::scene::E_SCENE_NODE_RENDER_PASS</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Enumeration for render passes. 
<p>
A parameter passed to the registerNodeForRendering() method of 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>, specifying when the node wants to be drawn in relation to the other nodes. <dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67f1f79a46e7a41716dcae5c8dfe8d310bb"></a><!-- doxytag: member="ESNRP_NONE" ref="7862269bd1abc123929d4dbb8200d67f1f79a46e7a41716dcae5c8dfe8d310bb" args="" -->ESNRP_NONE</em>&nbsp;</td><td>
No pass currently active. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67f26f6af7911240e22003f327aef126053"></a><!-- doxytag: member="ESNRP_CAMERA" ref="7862269bd1abc123929d4dbb8200d67f26f6af7911240e22003f327aef126053" args="" -->ESNRP_CAMERA</em>&nbsp;</td><td>
Camera pass. The active view is set up here. The very first pass. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67f1390daf021e4354eb3dc8d5d46fb7dc0"></a><!-- doxytag: member="ESNRP_LIGHT" ref="7862269bd1abc123929d4dbb8200d67f1390daf021e4354eb3dc8d5d46fb7dc0" args="" -->ESNRP_LIGHT</em>&nbsp;</td><td>
In this pass, lights are transformed into camera space and added to the driver. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67fc41f4cb4900e84b9e55462089d0e3cb8"></a><!-- doxytag: member="ESNRP_SKY_BOX" ref="7862269bd1abc123929d4dbb8200d67fc41f4cb4900e84b9e55462089d0e3cb8" args="" -->ESNRP_SKY_BOX</em>&nbsp;</td><td>
This is used for sky boxes. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67f5ceee6e4bc2fab42c663b32018e276e8"></a><!-- doxytag: member="ESNRP_AUTOMATIC" ref="7862269bd1abc123929d4dbb8200d67f5ceee6e4bc2fab42c663b32018e276e8" args="" -->ESNRP_AUTOMATIC</em>&nbsp;</td><td>
All normal objects can use this for registering themselves. 
<p>
This value will never be returned by <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#2b8f844a1367d80648bc055a5639807b" title="Get current render pass.">ISceneManager::getSceneNodeRenderPass()</a>. 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> manager will determine by itself if an object is transparent or solid and register the object as SNRT_TRANSPARENT or SNRT_SOLD automatically if you call registerNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your <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 has both solid and transparent material types register it twice (one time as SNRT_SOLID, the other time as SNRT_TRANSPARENT) and in the render() method call getSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67fd058b020ab42ad745cc03fe379148e1f"></a><!-- doxytag: member="ESNRP_SOLID" ref="7862269bd1abc123929d4dbb8200d67fd058b020ab42ad745cc03fe379148e1f" args="" -->ESNRP_SOLID</em>&nbsp;</td><td>
Solid <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 or special <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 without materials. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67fd3a1300505d0ab06133e25256b893b2b"></a><!-- doxytag: member="ESNRP_TRANSPARENT" ref="7862269bd1abc123929d4dbb8200d67fd3a1300505d0ab06133e25256b893b2b" args="" -->ESNRP_TRANSPARENT</em>&nbsp;</td><td>
Transparent <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, drawn after solid nodes. They are sorted from back to front and drawn in that order. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67f3d134d3f703e328ab5798e5ff4a5c186"></a><!-- doxytag: member="ESNRP_TRANSPARENT_EFFECT" ref="7862269bd1abc123929d4dbb8200d67f3d134d3f703e328ab5798e5ff4a5c186" args="" -->ESNRP_TRANSPARENT_EFFECT</em>&nbsp;</td><td>
Transparent effect <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, drawn after Transparent nodes. They are sorted from back to front and drawn in that order. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="7862269bd1abc123929d4dbb8200d67fdbc7353e3092974abaa4d063faa22421"></a><!-- doxytag: member="ESNRP_SHADOW" ref="7862269bd1abc123929d4dbb8200d67fdbc7353e3092974abaa4d063faa22421" args="" -->ESNRP_SHADOW</em>&nbsp;</td><td>
Drawn after the transparent nodes, the time for drawing shadow volumes. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_scene_manager_8h-source.html#l00057">57</a> of file <a class="el" href="_i_scene_manager_8h-source.html">ISceneManager.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="6de1eb2d024f82b5b1af499d61523044"></a><!-- doxytag: member="irr::scene::E_TERRAIN_PATCH_SIZE" ref="6de1eb2d024f82b5b1af499d61523044" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#6de1eb2d024f82b5b1af499d61523044">irr::scene::E_TERRAIN_PATCH_SIZE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
enumeration for patch sizes specifying the size of patches in the TerrainSceneNode 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="6de1eb2d024f82b5b1af499d6152304494031c5146d368e0f634487093b5ae16"></a><!-- doxytag: member="ETPS_9" ref="6de1eb2d024f82b5b1af499d6152304494031c5146d368e0f634487093b5ae16" args="" -->ETPS_9</em>&nbsp;</td><td>
patch size of 9, at most, use 4 levels of detail with this patch size. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="6de1eb2d024f82b5b1af499d61523044be94d6195f435b8e08a38269e63af72e"></a><!-- doxytag: member="ETPS_17" ref="6de1eb2d024f82b5b1af499d61523044be94d6195f435b8e08a38269e63af72e" args="" -->ETPS_17</em>&nbsp;</td><td>
patch size of 17, at most, use 5 levels of detail with this patch size. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="6de1eb2d024f82b5b1af499d61523044dcad925a0a6f39b889909450a4b5b35c"></a><!-- doxytag: member="ETPS_33" ref="6de1eb2d024f82b5b1af499d61523044dcad925a0a6f39b889909450a4b5b35c" args="" -->ETPS_33</em>&nbsp;</td><td>
patch size of 33, at most, use 6 levels of detail with this patch size. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="6de1eb2d024f82b5b1af499d61523044edfd2b84fad4913885601a09ab3b7f91"></a><!-- doxytag: member="ETPS_65" ref="6de1eb2d024f82b5b1af499d61523044edfd2b84fad4913885601a09ab3b7f91" args="" -->ETPS_65</em>&nbsp;</td><td>
patch size of 65, at most, use 7 levels of detail with this patch size. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="6de1eb2d024f82b5b1af499d61523044f34ae7ee14ebe5bdd1e939afd3f17427"></a><!-- doxytag: member="ETPS_129" ref="6de1eb2d024f82b5b1af499d61523044f34ae7ee14ebe5bdd1e939afd3f17427" args="" -->ETPS_129</em>&nbsp;</td><td>
patch size of 129, at most, use 8 levels of detail with this patch size. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_terrain_elements_8h-source.html#l00014">14</a> of file <a class="el" href="_e_terrain_elements_8h-source.html">ETerrainElements.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19"></a><!-- doxytag: member="irr::scene::EMD2_ANIMATION_TYPE" ref="08d4a84966e1d2886d0d57e4acbb4f19" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#08d4a84966e1d2886d0d57e4acbb4f19">irr::scene::EMD2_ANIMATION_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Types of standard md2 animations. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f1935893ae58423c41dace23ad13e262e2c"></a><!-- doxytag: member="EMAT_STAND" ref="08d4a84966e1d2886d0d57e4acbb4f1935893ae58423c41dace23ad13e262e2c" args="" -->EMAT_STAND</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19f240ef944e6e257ec369f87053c756e8"></a><!-- doxytag: member="EMAT_RUN" ref="08d4a84966e1d2886d0d57e4acbb4f19f240ef944e6e257ec369f87053c756e8" args="" -->EMAT_RUN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f192ff847d13f50b9ade089808df381bc42"></a><!-- doxytag: member="EMAT_ATTACK" ref="08d4a84966e1d2886d0d57e4acbb4f192ff847d13f50b9ade089808df381bc42" args="" -->EMAT_ATTACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f197ef3070606abf1d6529512a0540a376d"></a><!-- doxytag: member="EMAT_PAIN_A" ref="08d4a84966e1d2886d0d57e4acbb4f197ef3070606abf1d6529512a0540a376d" args="" -->EMAT_PAIN_A</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f1917fe910179f2ceb045b6c865421add5e"></a><!-- doxytag: member="EMAT_PAIN_B" ref="08d4a84966e1d2886d0d57e4acbb4f1917fe910179f2ceb045b6c865421add5e" args="" -->EMAT_PAIN_B</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f195e80f8bb897b8d5001a9741d60a34ae5"></a><!-- doxytag: member="EMAT_PAIN_C" ref="08d4a84966e1d2886d0d57e4acbb4f195e80f8bb897b8d5001a9741d60a34ae5" args="" -->EMAT_PAIN_C</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19e405ebd94a9595eb0e5444eab4157aee"></a><!-- doxytag: member="EMAT_JUMP" ref="08d4a84966e1d2886d0d57e4acbb4f19e405ebd94a9595eb0e5444eab4157aee" args="" -->EMAT_JUMP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f1942b8468a0cb84cc5f9a3433618ac85c2"></a><!-- doxytag: member="EMAT_FLIP" ref="08d4a84966e1d2886d0d57e4acbb4f1942b8468a0cb84cc5f9a3433618ac85c2" args="" -->EMAT_FLIP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19b193197927cc2408970e3039e6457309"></a><!-- doxytag: member="EMAT_SALUTE" ref="08d4a84966e1d2886d0d57e4acbb4f19b193197927cc2408970e3039e6457309" args="" -->EMAT_SALUTE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19b964cb1e2ac0ecdbd3ac30b58dfe717f"></a><!-- doxytag: member="EMAT_FALLBACK" ref="08d4a84966e1d2886d0d57e4acbb4f19b964cb1e2ac0ecdbd3ac30b58dfe717f" args="" -->EMAT_FALLBACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f190de1308a8a0535299fa09df80ddc0338"></a><!-- doxytag: member="EMAT_WAVE" ref="08d4a84966e1d2886d0d57e4acbb4f190de1308a8a0535299fa09df80ddc0338" args="" -->EMAT_WAVE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19ac114a5c69f38d4f943145dd98929d95"></a><!-- doxytag: member="EMAT_POINT" ref="08d4a84966e1d2886d0d57e4acbb4f19ac114a5c69f38d4f943145dd98929d95" args="" -->EMAT_POINT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f1909269e097ca6a8ccd9052c06215d868c"></a><!-- doxytag: member="EMAT_CROUCH_STAND" ref="08d4a84966e1d2886d0d57e4acbb4f1909269e097ca6a8ccd9052c06215d868c" args="" -->EMAT_CROUCH_STAND</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f1944aaa40b529734cc6e7025aed07be14b"></a><!-- doxytag: member="EMAT_CROUCH_WALK" ref="08d4a84966e1d2886d0d57e4acbb4f1944aaa40b529734cc6e7025aed07be14b" args="" -->EMAT_CROUCH_WALK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19bfd3904fd08ebb548970b386fb075696"></a><!-- doxytag: member="EMAT_CROUCH_ATTACK" ref="08d4a84966e1d2886d0d57e4acbb4f19bfd3904fd08ebb548970b386fb075696" args="" -->EMAT_CROUCH_ATTACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19461dbf65f5adde2d661bd514a7fd5c5a"></a><!-- doxytag: member="EMAT_CROUCH_PAIN" ref="08d4a84966e1d2886d0d57e4acbb4f19461dbf65f5adde2d661bd514a7fd5c5a" args="" -->EMAT_CROUCH_PAIN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f192161f76bef818fde2619b74030ec86f0"></a><!-- doxytag: member="EMAT_CROUCH_DEATH" ref="08d4a84966e1d2886d0d57e4acbb4f192161f76bef818fde2619b74030ec86f0" args="" -->EMAT_CROUCH_DEATH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19c8c0d550c589fc801e9d24b87e3a489e"></a><!-- doxytag: member="EMAT_DEATH_FALLBACK" ref="08d4a84966e1d2886d0d57e4acbb4f19c8c0d550c589fc801e9d24b87e3a489e" args="" -->EMAT_DEATH_FALLBACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19b517f9cd7ef27068fa07c11cc6838949"></a><!-- doxytag: member="EMAT_DEATH_FALLFORWARD" ref="08d4a84966e1d2886d0d57e4acbb4f19b517f9cd7ef27068fa07c11cc6838949" args="" -->EMAT_DEATH_FALLFORWARD</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19b25089817a141836f340f61ad1851b13"></a><!-- doxytag: member="EMAT_DEATH_FALLBACKSLOW" ref="08d4a84966e1d2886d0d57e4acbb4f19b25089817a141836f340f61ad1851b13" args="" -->EMAT_DEATH_FALLBACKSLOW</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f19b5a8ac059e08214f4a233afe0322da87"></a><!-- doxytag: member="EMAT_BOOM" ref="08d4a84966e1d2886d0d57e4acbb4f19b5a8ac059e08214f4a233afe0322da87" args="" -->EMAT_BOOM</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="08d4a84966e1d2886d0d57e4acbb4f195fab9bcda993dba3607011f09f1b7c81"></a><!-- doxytag: member="EMAT_COUNT" ref="08d4a84966e1d2886d0d57e4acbb4f195fab9bcda993dba3607011f09f1b7c81" args="" -->EMAT_COUNT</em>&nbsp;</td><td>
Not an animation, but amount of animation types. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d2_8h-source.html#l00016">16</a> of file <a class="el" href="_i_animated_mesh_m_d2_8h-source.html">IAnimatedMeshMD2.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3"></a><!-- doxytag: member="irr::scene::EMD3_ANIMATION_TYPE" ref="c15a7915ea13336cdc38f1073888fcd3" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#c15a7915ea13336cdc38f1073888fcd3">irr::scene::EMD3_ANIMATION_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Animation list. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3ea2a3f484bf90bdbd15062c6bf078ee8"></a><!-- doxytag: member="EMD3_BOTH_DEATH_1" ref="c15a7915ea13336cdc38f1073888fcd3ea2a3f484bf90bdbd15062c6bf078ee8" args="" -->EMD3_BOTH_DEATH_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd35715888218e5d4b683155b982e48063e"></a><!-- doxytag: member="EMD3_BOTH_DEAD_1" ref="c15a7915ea13336cdc38f1073888fcd35715888218e5d4b683155b982e48063e" args="" -->EMD3_BOTH_DEAD_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3a80262786b9b4584691f364c0147e5f0"></a><!-- doxytag: member="EMD3_BOTH_DEATH_2" ref="c15a7915ea13336cdc38f1073888fcd3a80262786b9b4584691f364c0147e5f0" args="" -->EMD3_BOTH_DEATH_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd34b84ae0886caa53bd170f1314b53932d"></a><!-- doxytag: member="EMD3_BOTH_DEAD_2" ref="c15a7915ea13336cdc38f1073888fcd34b84ae0886caa53bd170f1314b53932d" args="" -->EMD3_BOTH_DEAD_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3a3389d681b14944d1d47de34332df5f9"></a><!-- doxytag: member="EMD3_BOTH_DEATH_3" ref="c15a7915ea13336cdc38f1073888fcd3a3389d681b14944d1d47de34332df5f9" args="" -->EMD3_BOTH_DEATH_3</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd306af8504d0a93bdc0c5e90b674405bdb"></a><!-- doxytag: member="EMD3_BOTH_DEAD_3" ref="c15a7915ea13336cdc38f1073888fcd306af8504d0a93bdc0c5e90b674405bdb" args="" -->EMD3_BOTH_DEAD_3</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3f0d8fa0f224a5abd5e59d0830c30dd55"></a><!-- doxytag: member="EMD3_TORSO_GESTURE" ref="c15a7915ea13336cdc38f1073888fcd3f0d8fa0f224a5abd5e59d0830c30dd55" args="" -->EMD3_TORSO_GESTURE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd33cac7b5a0a450d4b9870b881990e3fa3"></a><!-- doxytag: member="EMD3_TORSO_ATTACK_1" ref="c15a7915ea13336cdc38f1073888fcd33cac7b5a0a450d4b9870b881990e3fa3" args="" -->EMD3_TORSO_ATTACK_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3e76041acf2f0905b1501eabf0dff97af"></a><!-- doxytag: member="EMD3_TORSO_ATTACK_2" ref="c15a7915ea13336cdc38f1073888fcd3e76041acf2f0905b1501eabf0dff97af" args="" -->EMD3_TORSO_ATTACK_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3598cc2a053eef5d9a094cec8a73d3af9"></a><!-- doxytag: member="EMD3_TORSO_DROP" ref="c15a7915ea13336cdc38f1073888fcd3598cc2a053eef5d9a094cec8a73d3af9" args="" -->EMD3_TORSO_DROP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3c31416567a53f0c831205268331e014d"></a><!-- doxytag: member="EMD3_TORSO_RAISE" ref="c15a7915ea13336cdc38f1073888fcd3c31416567a53f0c831205268331e014d" args="" -->EMD3_TORSO_RAISE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3bbc46d060dd1f7248d08064feace53a5"></a><!-- doxytag: member="EMD3_TORSO_STAND_1" ref="c15a7915ea13336cdc38f1073888fcd3bbc46d060dd1f7248d08064feace53a5" args="" -->EMD3_TORSO_STAND_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3c674330d53ed3b2d45053183c62aba10"></a><!-- doxytag: member="EMD3_TORSO_STAND_2" ref="c15a7915ea13336cdc38f1073888fcd3c674330d53ed3b2d45053183c62aba10" args="" -->EMD3_TORSO_STAND_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3bba0faa0b18d5ee1e27a2414a286d905"></a><!-- doxytag: member="EMD3_LEGS_WALK_CROUCH" ref="c15a7915ea13336cdc38f1073888fcd3bba0faa0b18d5ee1e27a2414a286d905" args="" -->EMD3_LEGS_WALK_CROUCH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3564e4b40b5067c51fd8eebc9f72f947f"></a><!-- doxytag: member="EMD3_LEGS_WALK" ref="c15a7915ea13336cdc38f1073888fcd3564e4b40b5067c51fd8eebc9f72f947f" args="" -->EMD3_LEGS_WALK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3657330b22d1843fd5b78d7805c36b606"></a><!-- doxytag: member="EMD3_LEGS_RUN" ref="c15a7915ea13336cdc38f1073888fcd3657330b22d1843fd5b78d7805c36b606" args="" -->EMD3_LEGS_RUN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd379839fec176c5fad4410cd2e108736d7"></a><!-- doxytag: member="EMD3_LEGS_BACK" ref="c15a7915ea13336cdc38f1073888fcd379839fec176c5fad4410cd2e108736d7" args="" -->EMD3_LEGS_BACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3ae8bbb6fe2f686ca8ff41223b3e26a6f"></a><!-- doxytag: member="EMD3_LEGS_SWIM" ref="c15a7915ea13336cdc38f1073888fcd3ae8bbb6fe2f686ca8ff41223b3e26a6f" args="" -->EMD3_LEGS_SWIM</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3a2623f61b863c78fdba0cd4231fdd78e"></a><!-- doxytag: member="EMD3_LEGS_JUMP_1" ref="c15a7915ea13336cdc38f1073888fcd3a2623f61b863c78fdba0cd4231fdd78e" args="" -->EMD3_LEGS_JUMP_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd35d561e48b8510a7839738760ba299145"></a><!-- doxytag: member="EMD3_LEGS_LAND_1" ref="c15a7915ea13336cdc38f1073888fcd35d561e48b8510a7839738760ba299145" args="" -->EMD3_LEGS_LAND_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd35d47ba16620e91b67449b2cc1cd56cf9"></a><!-- doxytag: member="EMD3_LEGS_JUMP_2" ref="c15a7915ea13336cdc38f1073888fcd35d47ba16620e91b67449b2cc1cd56cf9" args="" -->EMD3_LEGS_JUMP_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd36212569186f5f833fa919141079b55d4"></a><!-- doxytag: member="EMD3_LEGS_LAND_2" ref="c15a7915ea13336cdc38f1073888fcd36212569186f5f833fa919141079b55d4" args="" -->EMD3_LEGS_LAND_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd38b907b79463323610ea63357157393dc"></a><!-- doxytag: member="EMD3_LEGS_IDLE" ref="c15a7915ea13336cdc38f1073888fcd38b907b79463323610ea63357157393dc" args="" -->EMD3_LEGS_IDLE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd355ee1d4bbaaaead8cdc59d19bee3a009"></a><!-- doxytag: member="EMD3_LEGS_IDLE_CROUCH" ref="c15a7915ea13336cdc38f1073888fcd355ee1d4bbaaaead8cdc59d19bee3a009" args="" -->EMD3_LEGS_IDLE_CROUCH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd3da3d3b742eee02b2a30f8077dadde0ab"></a><!-- doxytag: member="EMD3_LEGS_TURN" ref="c15a7915ea13336cdc38f1073888fcd3da3d3b742eee02b2a30f8077dadde0ab" args="" -->EMD3_LEGS_TURN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="c15a7915ea13336cdc38f1073888fcd33a9b1ea6dbd3f7a93f66e124496fb6fc"></a><!-- doxytag: member="EMD3_ANIMATION_COUNT" ref="c15a7915ea13336cdc38f1073888fcd33a9b1ea6dbd3f7a93f66e124496fb6fc" args="" -->EMD3_ANIMATION_COUNT</em>&nbsp;</td><td>
Not an animation, but amount of animation types. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d3_8h-source.html#l00027">27</a> of file <a class="el" href="_i_animated_mesh_m_d3_8h-source.html">IAnimatedMeshMD3.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="de695626d88f3639c3632a0c47389f29"></a><!-- doxytag: member="irr::scene::eMD3Models" ref="de695626d88f3639c3632a0c47389f29" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#de695626d88f3639c3632a0c47389f29">irr::scene::eMD3Models</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="de695626d88f3639c3632a0c47389f29741d6ffd5463f56e54868b5927673df8"></a><!-- doxytag: member="EMD3_HEAD" ref="de695626d88f3639c3632a0c47389f29741d6ffd5463f56e54868b5927673df8" args="" -->EMD3_HEAD</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="de695626d88f3639c3632a0c47389f299a3073723f767bfea13f1d9f29272746"></a><!-- doxytag: member="EMD3_UPPER" ref="de695626d88f3639c3632a0c47389f299a3073723f767bfea13f1d9f29272746" args="" -->EMD3_UPPER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="de695626d88f3639c3632a0c47389f29d266a9d57ba0895dd9032f0fea066508"></a><!-- doxytag: member="EMD3_LOWER" ref="de695626d88f3639c3632a0c47389f29d266a9d57ba0895dd9032f0fea066508" args="" -->EMD3_LOWER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="de695626d88f3639c3632a0c47389f296404a8c5fcd65ef4ae7eeae5e90207dc"></a><!-- doxytag: member="EMD3_WEAPON" ref="de695626d88f3639c3632a0c47389f296404a8c5fcd65ef4ae7eeae5e90207dc" args="" -->EMD3_WEAPON</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" name="de695626d88f3639c3632a0c47389f29522b4a637da7d32e380667b780d7d56a"></a><!-- doxytag: member="EMD3_NUMMODELS" ref="de695626d88f3639c3632a0c47389f29522b4a637da7d32e380667b780d7d56a" args="" -->EMD3_NUMMODELS</em>&nbsp;</td><td>
</td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d3_8h-source.html#l00017">17</a> of file <a class="el" href="_i_animated_mesh_m_d3_8h-source.html">IAnimatedMeshMD3.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4e"></a><!-- doxytag: member="irr::scene::EMESH_WRITER_TYPE" ref="431fa15741518ba15f6d5f2608b6cb4e" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#431fa15741518ba15f6d5f2608b6cb4e">irr::scene::EMESH_WRITER_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
An enumeration for all supported types of built-in mesh writers. 
<p>
A <a class="el" href="namespaceirr_1_1scene.html" title="All scene management can be found in this namespace: Mesh loading, special scene...">scene</a> mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers. <dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4e8f16d471fc5466a61e71c14158e7be3e"></a><!-- doxytag: member="EMWT_IRR_MESH" ref="431fa15741518ba15f6d5f2608b6cb4e8f16d471fc5466a61e71c14158e7be3e" args="" -->EMWT_IRR_MESH</em>&nbsp;</td><td>
Irrlicht native mesh writer, for static .irrmesh files. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4eb64eaf09eb12d2361e67066b86529ba8"></a><!-- doxytag: member="EMWT_COLLADA" ref="431fa15741518ba15f6d5f2608b6cb4eb64eaf09eb12d2361e67066b86529ba8" args="" -->EMWT_COLLADA</em>&nbsp;</td><td>
COLLADA mesh writer for .dae and .xml files. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4e8608bd1e505d53e6cc2e7c477b31d8a1"></a><!-- doxytag: member="EMWT_STL" ref="431fa15741518ba15f6d5f2608b6cb4e8608bd1e505d53e6cc2e7c477b31d8a1" args="" -->EMWT_STL</em>&nbsp;</td><td>
STL mesh writer for .stl files. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4ee22b9ef8ea7befd1368d7b90bbe12992"></a><!-- doxytag: member="EMWT_OBJ" ref="431fa15741518ba15f6d5f2608b6cb4ee22b9ef8ea7befd1368d7b90bbe12992" args="" -->EMWT_OBJ</em>&nbsp;</td><td>
OBJ mesh writer for .obj files. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="431fa15741518ba15f6d5f2608b6cb4ed00c87763ef520a5115e9920968c0108"></a><!-- doxytag: member="EMWT_PLY" ref="431fa15741518ba15f6d5f2608b6cb4ed00c87763ef520a5115e9920968c0108" args="" -->EMWT_PLY</em>&nbsp;</td><td>
PLY mesh writer for .ply files. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_mesh_writer_enums_8h-source.html#l00019">19</a> of file <a class="el" href="_e_mesh_writer_enums_8h-source.html">EMeshWriterEnums.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="327a1e43872705cf8f3f3342fb307d19"></a><!-- doxytag: member="irr::scene::ESCENE_NODE_ANIMATOR_TYPE" ref="327a1e43872705cf8f3f3342fb307d19" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19">irr::scene::ESCENE_NODE_ANIMATOR_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
An enumeration for all types of built-in <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. 
<p>
<dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19dd5f15ecd6c0209d4e3d81a287ae9a66"></a><!-- doxytag: member="ESNAT_FLY_CIRCLE" ref="327a1e43872705cf8f3f3342fb307d19dd5f15ecd6c0209d4e3d81a287ae9a66" args="" -->ESNAT_FLY_CIRCLE</em>&nbsp;</td><td>
Fly circle <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19f71dad2be8d964a88329d2727fb53b74"></a><!-- doxytag: member="ESNAT_FLY_STRAIGHT" ref="327a1e43872705cf8f3f3342fb307d19f71dad2be8d964a88329d2727fb53b74" args="" -->ESNAT_FLY_STRAIGHT</em>&nbsp;</td><td>
Fly straight <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19ddc7e3bb5180f7087546ccab14dcc4ad"></a><!-- doxytag: member="ESNAT_FOLLOW_SPLINE" ref="327a1e43872705cf8f3f3342fb307d19ddc7e3bb5180f7087546ccab14dcc4ad" args="" -->ESNAT_FOLLOW_SPLINE</em>&nbsp;</td><td>
Follow spline <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19689aa5051e83b7f61a7abba85eb1be52"></a><!-- doxytag: member="ESNAT_ROTATION" ref="327a1e43872705cf8f3f3342fb307d19689aa5051e83b7f61a7abba85eb1be52" args="" -->ESNAT_ROTATION</em>&nbsp;</td><td>
Rotation <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d192f3e75035fbb3227189a0a3d8bcda993"></a><!-- doxytag: member="ESNAT_TEXTURE" ref="327a1e43872705cf8f3f3342fb307d192f3e75035fbb3227189a0a3d8bcda993" args="" -->ESNAT_TEXTURE</em>&nbsp;</td><td>
Texture <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19bbafee6e6a120e26a6e1ed6bd3cbdc86"></a><!-- doxytag: member="ESNAT_DELETION" ref="327a1e43872705cf8f3f3342fb307d19bbafee6e6a120e26a6e1ed6bd3cbdc86" args="" -->ESNAT_DELETION</em>&nbsp;</td><td>
Deletion <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19f5889b6449faa50d3fabd005d4493490"></a><!-- doxytag: member="ESNAT_COLLISION_RESPONSE" ref="327a1e43872705cf8f3f3342fb307d19f5889b6449faa50d3fabd005d4493490" args="" -->ESNAT_COLLISION_RESPONSE</em>&nbsp;</td><td>
Collision respose <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19e40c836272ace5bf243baaca72dba55c"></a><!-- doxytag: member="ESNAT_CAMERA_FPS" ref="327a1e43872705cf8f3f3342fb307d19e40c836272ace5bf243baaca72dba55c" args="" -->ESNAT_CAMERA_FPS</em>&nbsp;</td><td>
FPS camera animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19851338028c38a91643f70d2a2e5ff8c4"></a><!-- doxytag: member="ESNAT_CAMERA_MAYA" ref="327a1e43872705cf8f3f3342fb307d19851338028c38a91643f70d2a2e5ff8c4" args="" -->ESNAT_CAMERA_MAYA</em>&nbsp;</td><td>
Maya camera animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d192bcfe4fb94550fadc4b1e79b8c0d6583"></a><!-- doxytag: member="ESNAT_COUNT" ref="327a1e43872705cf8f3f3342fb307d192bcfe4fb94550fadc4b1e79b8c0d6583" args="" -->ESNAT_COUNT</em>&nbsp;</td><td>
Amount of built-in <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. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19070125dd5b3d35093f912dd3250253c6"></a><!-- doxytag: member="ESNAT_UNKNOWN" ref="327a1e43872705cf8f3f3342fb307d19070125dd5b3d35093f912dd3250253c6" args="" -->ESNAT_UNKNOWN</em>&nbsp;</td><td>
Unknown <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 animator. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="327a1e43872705cf8f3f3342fb307d19c54f052c7c7e45e68d7460c3706a3167"></a><!-- doxytag: member="ESNAT_FORCE_32_BIT" ref="327a1e43872705cf8f3f3342fb307d19c54f052c7c7e45e68d7460c3706a3167" args="" -->ESNAT_FORCE_32_BIT</em>&nbsp;</td><td>
This enum is never used, it only forces the compiler to compile this enumeration to 32 bit. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_scene_node_animator_types_8h-source.html#l00014">14</a> of file <a class="el" href="_e_scene_node_animator_types_8h-source.html">ESceneNodeAnimatorTypes.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd"></a><!-- doxytag: member="irr::scene::ESCENE_NODE_TYPE" ref="cad3d7ef92a9807d391ba29120f3b7bd" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd">irr::scene::ESCENE_NODE_TYPE</a>          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
An enumeration for all types of built-in <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. 
<p>
A <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 type is represented by a four character code such as 'cube' or 'mesh' instead of simple numbers, to avoid name clashes with external <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. <dl compact><dt><b>Enumerator: </b></dt><dd>
<table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd44d66f5c284aed4d0698d6854b6a72e3"></a><!-- doxytag: member="ESNT_CUBE" ref="cad3d7ef92a9807d391ba29120f3b7bd44d66f5c284aed4d0698d6854b6a72e3" args="" -->ESNT_CUBE</em>&nbsp;</td><td>
simple cube <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 </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd46ad007c8d7d278a6a3769714c5dacdb"></a><!-- doxytag: member="ESNT_SPHERE" ref="cad3d7ef92a9807d391ba29120f3b7bd46ad007c8d7d278a6a3769714c5dacdb" args="" -->ESNT_SPHERE</em>&nbsp;</td><td>
Sphere <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. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd65e7b71bf270e10f94d88bcab8cbf184"></a><!-- doxytag: member="ESNT_TEXT" ref="cad3d7ef92a9807d391ba29120f3b7bd65e7b71bf270e10f94d88bcab8cbf184" args="" -->ESNT_TEXT</em>&nbsp;</td><td>
Text Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd80e25755278a5e89d190c9221f2bb181"></a><!-- doxytag: member="ESNT_WATER_SURFACE" ref="cad3d7ef92a9807d391ba29120f3b7bd80e25755278a5e89d190c9221f2bb181" args="" -->ESNT_WATER_SURFACE</em>&nbsp;</td><td>
Water Surface Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd699880de1c55e8ed4ae24b0e07df972a"></a><!-- doxytag: member="ESNT_TERRAIN" ref="cad3d7ef92a9807d391ba29120f3b7bd699880de1c55e8ed4ae24b0e07df972a" args="" -->ESNT_TERRAIN</em>&nbsp;</td><td>
Terrain Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bdc47a4c2ad206e916f080ad28faed7f3b"></a><!-- doxytag: member="ESNT_SKY_BOX" ref="cad3d7ef92a9807d391ba29120f3b7bdc47a4c2ad206e916f080ad28faed7f3b" args="" -->ESNT_SKY_BOX</em>&nbsp;</td><td>
Sky Box Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd9bef60dbd27db262591c836beb472160"></a><!-- doxytag: member="ESNT_SKY_DOME" ref="cad3d7ef92a9807d391ba29120f3b7bd9bef60dbd27db262591c836beb472160" args="" -->ESNT_SKY_DOME</em>&nbsp;</td><td>
Sky Dome Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd41e004ec85286fba1d14c00273df039e"></a><!-- doxytag: member="ESNT_SHADOW_VOLUME" ref="cad3d7ef92a9807d391ba29120f3b7bd41e004ec85286fba1d14c00273df039e" args="" -->ESNT_SHADOW_VOLUME</em>&nbsp;</td><td>
Shadow Volume Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd4c5badb04555328f19aef514e077ca5a"></a><!-- doxytag: member="ESNT_OCT_TREE" ref="cad3d7ef92a9807d391ba29120f3b7bd4c5badb04555328f19aef514e077ca5a" args="" -->ESNT_OCT_TREE</em>&nbsp;</td><td>
OctTree Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd25998267ed8640ca0c432df23f1b71fe"></a><!-- doxytag: member="ESNT_MESH" ref="cad3d7ef92a9807d391ba29120f3b7bd25998267ed8640ca0c432df23f1b71fe" args="" -->ESNT_MESH</em>&nbsp;</td><td>
Mesh Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd73c87b4a418b0b7dc9d441cdf45f51e3"></a><!-- doxytag: member="ESNT_LIGHT" ref="cad3d7ef92a9807d391ba29120f3b7bd73c87b4a418b0b7dc9d441cdf45f51e3" args="" -->ESNT_LIGHT</em>&nbsp;</td><td>
Light Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd977d9500eeb4d4f23e5676a312367f57"></a><!-- doxytag: member="ESNT_EMPTY" ref="cad3d7ef92a9807d391ba29120f3b7bd977d9500eeb4d4f23e5676a312367f57" args="" -->ESNT_EMPTY</em>&nbsp;</td><td>
Empty Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd1a0385665a70cacbf1c662e2f6a78759"></a><!-- doxytag: member="ESNT_DUMMY_TRANSFORMATION" ref="cad3d7ef92a9807d391ba29120f3b7bd1a0385665a70cacbf1c662e2f6a78759" args="" -->ESNT_DUMMY_TRANSFORMATION</em>&nbsp;</td><td>
Dummy Transformation Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd117834c96690a72567a0a813708cf3b6"></a><!-- doxytag: member="ESNT_CAMERA" ref="cad3d7ef92a9807d391ba29120f3b7bd117834c96690a72567a0a813708cf3b6" args="" -->ESNT_CAMERA</em>&nbsp;</td><td>
Camera Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd85e4b3fca8fceb3de9057e91926d2a5f"></a><!-- doxytag: member="ESNT_BILLBOARD" ref="cad3d7ef92a9807d391ba29120f3b7bd85e4b3fca8fceb3de9057e91926d2a5f" args="" -->ESNT_BILLBOARD</em>&nbsp;</td><td>
Billboard Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd073d7fe9dfd49f24cb13bfae56d8d3b6"></a><!-- doxytag: member="ESNT_ANIMATED_MESH" ref="cad3d7ef92a9807d391ba29120f3b7bd073d7fe9dfd49f24cb13bfae56d8d3b6" args="" -->ESNT_ANIMATED_MESH</em>&nbsp;</td><td>
Animated Mesh Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bdb027cde22a402f6f7f19eb714acf26a4"></a><!-- doxytag: member="ESNT_PARTICLE_SYSTEM" ref="cad3d7ef92a9807d391ba29120f3b7bdb027cde22a402f6f7f19eb714acf26a4" args="" -->ESNT_PARTICLE_SYSTEM</em>&nbsp;</td><td>
Particle System Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd240e6f8e61816ea8f0cdf840b457734c"></a><!-- doxytag: member="ESNT_Q3SHADER_SCENE_NODE" ref="cad3d7ef92a9807d391ba29120f3b7bd240e6f8e61816ea8f0cdf840b457734c" args="" -->ESNT_Q3SHADER_SCENE_NODE</em>&nbsp;</td><td>
Quake3 Shader Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd9e1745f6f4b6772eb8b92de4436db5b6"></a><!-- doxytag: member="ESNT_MD3_SCENE_NODE" ref="cad3d7ef92a9807d391ba29120f3b7bd9e1745f6f4b6772eb8b92de4436db5b6" args="" -->ESNT_MD3_SCENE_NODE</em>&nbsp;</td><td>
Quake3 Model Scene Node ( has tag to link to ). </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd4dc59bfbe8afbb4d97bbbad1b356bea6"></a><!-- doxytag: member="ESNT_VOLUME_LIGHT" ref="cad3d7ef92a9807d391ba29120f3b7bd4dc59bfbe8afbb4d97bbbad1b356bea6" args="" -->ESNT_VOLUME_LIGHT</em>&nbsp;</td><td>
Volume Light Scene Node. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd0f55e02501e38f435f1cca657983f933"></a><!-- doxytag: member="ESNT_CAMERA_MAYA" ref="cad3d7ef92a9807d391ba29120f3b7bd0f55e02501e38f435f1cca657983f933" args="" -->ESNT_CAMERA_MAYA</em>&nbsp;</td><td>
Maya Camera Scene Node. 
<p>
Legacy, for loading version &lt;= 1.4.x .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bdcbc402c4f01adcc87f3f8e9c004bdcd6"></a><!-- doxytag: member="ESNT_CAMERA_FPS" ref="cad3d7ef92a9807d391ba29120f3b7bdcbc402c4f01adcc87f3f8e9c004bdcd6" args="" -->ESNT_CAMERA_FPS</em>&nbsp;</td><td>
First Person Shooter Camera. 
<p>
Legacy, for loading version &lt;= 1.4.x .<a class="el" href="namespaceirr.html" title="Everything in the Irrlicht Engine can be found in this namespace.">irr</a> files </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bd0c24ab203e5e0dc055f82fbca65d4f47"></a><!-- doxytag: member="ESNT_UNKNOWN" ref="cad3d7ef92a9807d391ba29120f3b7bd0c24ab203e5e0dc055f82fbca65d4f47" args="" -->ESNT_UNKNOWN</em>&nbsp;</td><td>
Unknown <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. </td></tr>
<tr><td valign="top"><em><a class="anchor" name="cad3d7ef92a9807d391ba29120f3b7bda61d9ba5a5ec51a33600f83fb8bd71f5"></a><!-- doxytag: member="ESNT_ANY" ref="cad3d7ef92a9807d391ba29120f3b7bda61d9ba5a5ec51a33600f83fb8bd71f5" args="" -->ESNT_ANY</em>&nbsp;</td><td>
Will match with any <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 when checking types. </td></tr>
</table>
</dl>

<p>Definition at line <a class="el" href="_e_scene_node_types_8h-source.html#l00019">19</a> of file <a class="el" href="_e_scene_node_types_8h-source.html">ESceneNodeTypes.h</a>.</p>

</div>
</div><p>
<hr><h2>Variable Documentation</h2>
<a class="anchor" name="b585d23bc2a3d02cd368d8bfd0b1414a"></a><!-- doxytag: member="irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT" ref="b585d23bc2a3d02cd368d8bfd0b1414a" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#b585d23bc2a3d02cd368d8bfd0b1414a">irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT</a> = &quot;Allow_ZWrite_On_Transparent&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials. 
<p>
The default behavior in Irrlicht is to disable writing to the z-buffer for all really transparent, i.e. blending materials. This avoids problems with intersecting faces, but can also break renderings. If transparent materials should use the SMaterial flag for ZWriteEnable just as other material types use this attribute. Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#b585d23bc2a3d02cd368d8bfd0b1414a" title="Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent...">scene::ALLOW_ZWRITE_ON_TRANSPARENT</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00030">30</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="fb3e3fc1668bd602189bab446801aa12"></a><!-- doxytag: member="irr::scene::AutomaticCullingNames" ref="fb3e3fc1668bd602189bab446801aa12" args="[]" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#fb3e3fc1668bd602189bab446801aa12">irr::scene::AutomaticCullingNames</a>[]          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<b>Initial value:</b><div class="fragment"><pre class="fragment">
        {
                <span class="stringliteral">"false"</span>,
                <span class="stringliteral">"box"</span>,                  
                <span class="stringliteral">"frustum_box"</span>,          
                <span class="stringliteral">"frustum_sphere"</span>,       
                0
        }
</pre></div>Names for culling type. 
<p>

<p>Definition at line <a class="el" href="_e_culling_types_8h-source.html#l00025">25</a> of file <a class="el" href="_e_culling_types_8h-source.html">ECullingTypes.h</a>.</p>

<p>Referenced by <a class="el" href="_i_scene_node_8h-source.html#l00698">irr::scene::ISceneNode::deserializeAttributes()</a>, and <a class="el" href="_i_scene_node_8h-source.html#l00673">irr::scene::ISceneNode::serializeAttributes()</a>.</p>

</div>
</div><p>
<a class="anchor" name="0a190773ebdbed9f134b17d496fc526a"></a><!-- doxytag: member="irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG" ref="0a190773ebdbed9f134b17d496fc526a" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#0a190773ebdbed9f134b17d496fc526a">irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG</a> = &quot;B3D_IgnoreMipmapFlag&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Flag to ignore the b3d file's mipmapping flag. 
<p>
Instead Irrlicht's texture creation flag is used. Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#0a190773ebdbed9f134b17d496fc526a" title="Flag to ignore the b3d file&amp;#39;s mipmapping flag.">scene::B3D_LOADER_IGNORE_MIPMAP_FLAG</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00138">138</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="578945909729ca194b0d44852aab8021"></a><!-- doxytag: member="irr::scene::BoneAnimationModeNames" ref="578945909729ca194b0d44852aab8021" args="[]" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#578945909729ca194b0d44852aab8021">irr::scene::BoneAnimationModeNames</a>[]          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<b>Initial value:</b><div class="fragment"><pre class="fragment">
        {
                <span class="stringliteral">"automatic"</span>,
                <span class="stringliteral">"animated"</span>,
                <span class="stringliteral">"unanimated"</span>,
                0,
        }
</pre></div>Names for bone animation modes. 
<p>

<p>Definition at line <a class="el" href="_i_bone_scene_node_8h-source.html#l00044">44</a> of file <a class="el" href="_i_bone_scene_node_8h-source.html">IBoneSceneNode.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="157681b3ef101a801ce278e6f21de946"></a><!-- doxytag: member="irr::scene::COLLADA_CREATE_SCENE_INSTANCES" ref="157681b3ef101a801ce278e6f21de946" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#157681b3ef101a801ce278e6f21de946">irr::scene::COLLADA_CREATE_SCENE_INSTANCES</a> = &quot;COLLADA_CreateSceneInstances&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter specifying the COLLADA mesh loading mode. 
<p>
Specifies if the COLLADA loader should create instances of the models, lights and cameras when loading COLLADA meshes. By default, this is set to false. If this is set to true, the <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#63894c3f3d46cfc385116f1705935e03" title="Get pointer to an animateable mesh. Loads the file if not loaded already.">ISceneManager::getMesh()</a> method will only return a pointer to a dummy mesh and create instances of all meshes and lights and cameras in the collada file by itself. Example: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#157681b3ef101a801ce278e6f21de946" title="Name of the parameter specifying the COLLADA mesh loading mode.">scene::COLLADA_CREATE_SCENE_INSTANCES</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00067">67</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="ecf002b9e14bd101b455632e1c260a8d"></a><!-- doxytag: member="irr::scene::CSM_TEXTURE_PATH" ref="ecf002b9e14bd101b455632e1c260a8d" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#ecf002b9e14bd101b455632e1c260a8d">irr::scene::CSM_TEXTURE_PATH</a> = &quot;CSM_TexturePath&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for changing the texture path of the built-in csm loader. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#ecf002b9e14bd101b455632e1c260a8d" title="Name of the parameter for changing the texture path of the built-in csm loader.">scene::CSM_TEXTURE_PATH</a>, <span class="stringliteral">"path/to/your/textures"</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00038">38</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="767a12984dbf7a4f0917993d748d1350"></a><!-- doxytag: member="irr::scene::DEBUG_NORMAL_COLOR" ref="767a12984dbf7a4f0917993d748d1350" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#767a12984dbf7a4f0917993d748d1350">irr::scene::DEBUG_NORMAL_COLOR</a> = &quot;DEBUG_Normal_Color&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for setting the color of debug normals. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttributeAsColor(<a class="code" href="namespaceirr_1_1scene.html#767a12984dbf7a4f0917993d748d1350" title="Name of the parameter for setting the color of debug normals.">scene::DEBUG_NORMAL_COLOR</a>, video::SColor(255, 255, 255, 255));
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00160">160</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="19153395855d08302b70dcfa9247eb51"></a><!-- doxytag: member="irr::scene::DEBUG_NORMAL_LENGTH" ref="19153395855d08302b70dcfa9247eb51" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#19153395855d08302b70dcfa9247eb51">irr::scene::DEBUG_NORMAL_LENGTH</a> = &quot;DEBUG_Normal_Length&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for setting the length of debug normals. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#19153395855d08302b70dcfa9247eb51" title="Name of the parameter for setting the length of debug normals.">scene::DEBUG_NORMAL_LENGTH</a>, 1.5f);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00152">152</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="fd6e025453e80983de80371dc56718ef"></a><!-- doxytag: member="irr::scene::DMF_ALPHA_CHANNEL_REF" ref="fd6e025453e80983de80371dc56718ef" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#fd6e025453e80983de80371dc56718ef">irr::scene::DMF_ALPHA_CHANNEL_REF</a> = &quot;DMF_AlphaRef&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for setting reference value of alpha in transparent materials. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        <span class="comment">//this way you'll set alpha ref to 0.1</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#fd6e025453e80983de80371dc56718ef" title="Name of the parameter for setting reference value of alpha in transparent materials...">scene::DMF_ALPHA_CHANNEL_REF</a>, 0.1);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00102">102</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="cdc1ddd0bfeb4118a5d8f3ea953717f6"></a><!-- doxytag: member="irr::scene::DMF_FLIP_ALPHA_TEXTURES" ref="cdc1ddd0bfeb4118a5d8f3ea953717f6" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#cdc1ddd0bfeb4118a5d8f3ea953717f6">irr::scene::DMF_FLIP_ALPHA_TEXTURES</a> = &quot;DMF_FlipAlpha&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for choose to flip or not tga files. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        <span class="comment">//this way you'll choose to flip alpha textures</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#cdc1ddd0bfeb4118a5d8f3ea953717f6" title="Name of the parameter for choose to flip or not tga files.">scene::DMF_FLIP_ALPHA_TEXTURES</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00111">111</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="e996d826263cf504dd0260d0a096b0d0"></a><!-- doxytag: member="irr::scene::DMF_IGNORE_MATERIALS_DIRS" ref="e996d826263cf504dd0260d0a096b0d0" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#e996d826263cf504dd0260d0a096b0d0">irr::scene::DMF_IGNORE_MATERIALS_DIRS</a> = &quot;DMF_IgnoreMaterialsDir&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. 
<p>
If this parameter is set to true, the texture directory defined in the Deled file is ignored, and only the texture name is used to find the proper file. Otherwise, the texture path is also used, which allows to use a nicer media layout. Use it like this: <div class="fragment"><pre class="fragment">        <span class="comment">//this way you won't use this setting (default)</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#e996d826263cf504dd0260d0a096b0d0" title="Name of the parameter for preserving DMF textures dir structure with built-in DMF...">scene::DMF_IGNORE_MATERIALS_DIRS</a>, <span class="keyword">false</span>);
</pre></div> <div class="fragment"><pre class="fragment">        <span class="comment">//this way you'll use this setting</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#e996d826263cf504dd0260d0a096b0d0" title="Name of the parameter for preserving DMF textures dir structure with built-in DMF...">scene::DMF_IGNORE_MATERIALS_DIRS</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00093">93</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="2a6e8bd33eaec1815e3e16a59c269fb5"></a><!-- doxytag: member="irr::scene::DMF_TEXTURE_PATH" ref="2a6e8bd33eaec1815e3e16a59c269fb5" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#2a6e8bd33eaec1815e3e16a59c269fb5">irr::scene::DMF_TEXTURE_PATH</a> = &quot;DMF_TexturePath&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for changing the texture path of the built-in DMF loader. 
<p>
This path is prefixed to the file names defined in the Deled file when loading textures. This allows to alter the paths for a specific project setting. Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getStringParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#2a6e8bd33eaec1815e3e16a59c269fb5" title="Name of the parameter for changing the texture path of the built-in DMF loader.">scene::DMF_TEXTURE_PATH</a>, <span class="stringliteral">"path/to/your/textures"</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00077">77</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="7a3f4a75d85bd2b3f6bc4dd58f3ce585"></a><!-- doxytag: member="irr::scene::IRR_SCENE_MANAGER_IS_EDITOR" ref="7a3f4a75d85bd2b3f6bc4dd58f3ce585" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#7a3f4a75d85bd2b3f6bc4dd58f3ce585">irr::scene::IRR_SCENE_MANAGER_IS_EDITOR</a> = &quot;IRR_Editor&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Flag set as parameter when 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> manager is used as editor. 
<p>
In this way special animators like deletion animators can be stopped from deleting <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 for example 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00144">144</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="1d81a2ac8866dfa4a0ff3bdece327f75"></a><!-- doxytag: member="irr::scene::LMTS_TEXTURE_PATH" ref="1d81a2ac8866dfa4a0ff3bdece327f75" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#1d81a2ac8866dfa4a0ff3bdece327f75">irr::scene::LMTS_TEXTURE_PATH</a> = &quot;LMTS_TexturePath&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for changing the texture path of the built-in lmts loader. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#1d81a2ac8866dfa4a0ff3bdece327f75" title="Name of the parameter for changing the texture path of the built-in lmts loader.">scene::LMTS_TEXTURE_PATH</a>, <span class="stringliteral">"path/to/your/textures"</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00046">46</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="54eb9ea68ba13b4689444f8d34e338b9"></a><!-- doxytag: member="irr::scene::MY3D_TEXTURE_PATH" ref="54eb9ea68ba13b4689444f8d34e338b9" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#54eb9ea68ba13b4689444f8d34e338b9">irr::scene::MY3D_TEXTURE_PATH</a> = &quot;MY3D_TexturePath&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Name of the parameter for changing the texture path of the built-in my3d loader. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#54eb9ea68ba13b4689444f8d34e338b9" title="Name of the parameter for changing the texture path of the built-in my3d loader.">scene::MY3D_TEXTURE_PATH</a>, <span class="stringliteral">"path/to/your/textures"</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00054">54</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="fb0c389302c1e7ad39f83d558dbb2699"></a><!-- doxytag: member="irr::scene::OBJ_LOADER_IGNORE_GROUPS" ref="fb0c389302c1e7ad39f83d558dbb2699" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#fb0c389302c1e7ad39f83d558dbb2699">irr::scene::OBJ_LOADER_IGNORE_GROUPS</a> = &quot;OBJ_IgnoreGroups&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Flag to avoid loading group structures in .obj files. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#fb0c389302c1e7ad39f83d558dbb2699" title="Flag to avoid loading group structures in .obj files.">scene::OBJ_LOADER_IGNORE_GROUPS</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00120">120</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="c7d5a31e2146062ddbde288115bb6c7b"></a><!-- doxytag: member="irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES" ref="c7d5a31e2146062ddbde288115bb6c7b" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#c7d5a31e2146062ddbde288115bb6c7b">irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES</a> = &quot;OBJ_IgnoreMaterialFiles&quot;          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
Flag to avoid loading material .mtl file for .obj files. 
<p>
Use it like this: <div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#c7d5a31e2146062ddbde288115bb6c7b" title="Flag to avoid loading material .mtl file for .obj files.">scene::OBJ_LOADER_IGNORE_MATERIAL_FILES</a>, <span class="keyword">true</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h-source.html#l00129">129</a> of file <a class="el" href="_scene_parameters_8h-source.html">SceneParameters.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="1ce0e47158d68b401d23d833bc70bb86"></a><!-- doxytag: member="irr::scene::ParticleAffectorTypeNames" ref="1ce0e47158d68b401d23d833bc70bb86" args="[]" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#1ce0e47158d68b401d23d833bc70bb86">irr::scene::ParticleAffectorTypeNames</a>[]          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<b>Initial value:</b><div class="fragment"><pre class="fragment">
{
        <span class="stringliteral">"None"</span>,
        <span class="stringliteral">"Attract"</span>,
        <span class="stringliteral">"FadeOut"</span>,
        <span class="stringliteral">"Gravity"</span>,
        <span class="stringliteral">"Rotate"</span>,
        <span class="stringliteral">"Scale"</span>,
        0
}
</pre></div>Names for built in particle affectors. 
<p>

<p>Definition at line <a class="el" href="_i_particle_affector_8h-source.html#l00029">29</a> of file <a class="el" href="_i_particle_affector_8h-source.html">IParticleAffector.h</a>.</p>

</div>
</div><p>
<a class="anchor" name="df760b7abdec907704ec6190dfc0caba"></a><!-- doxytag: member="irr::scene::ParticleEmitterTypeNames" ref="df760b7abdec907704ec6190dfc0caba" args="[]" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">const <a class="el" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#df760b7abdec907704ec6190dfc0caba">irr::scene::ParticleEmitterTypeNames</a>[]          </td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>
<b>Initial value:</b><div class="fragment"><pre class="fragment">
{
        <span class="stringliteral">"Point"</span>,
        <span class="stringliteral">"AnimatedMesh"</span>,
        <span class="stringliteral">"Box"</span>,
        <span class="stringliteral">"Cylinder"</span>,
        <span class="stringliteral">"Mesh"</span>,
        <span class="stringliteral">"Ring"</span>,
        <span class="stringliteral">"Sphere"</span>,
        0
}
</pre></div>Names for built in particle emitters. 
<p>

<p>Definition at line <a class="el" href="_i_particle_emitter_8h-source.html#l00030">30</a> of file <a class="el" href="_i_particle_emitter_8h-source.html">IParticleEmitter.h</a>.</p>

</div>
</div><p>
</div>
<hr size="1">
<address style="align: right;">
<small> </small>
</address>
<table width="100%" border="0" cellspacing="0" cellpadding="2">
  <tr> 
    <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td>
    <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht 
        Engine</a> Documentation &copy; 2003-2009 by Nikolaus Gebhardt. Generated 
        on Sun Jan 10 09:24:12 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> 
        (1.5.6)</font></em></small></div></td>
  </tr>
</table>
<address style="align: right;">
</address>
</body>
</html>