Skylicht Engine
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irr::scene Namespace Reference

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... More...

Classes

class  CIndexBuffer
class  CMeshBuffer
 Implementation of the IMeshBuffer interface. More...
class  CVertexBuffer
class  ICameraSceneNode
 Scene Node which is a (controlable) camera. More...
class  ICollisionCallback
 Callback interface for catching events of collisions. More...
class  IGeometryCreator
 Helper class for creating geometry on the fly. More...
class  IIndexBuffer
class  ILightSceneNode
 Scene node which is a dynamic light. More...
class  IMesh
 Class which holds the geometry of an object. More...
class  IMeshBuffer
 Struct for holding a mesh with a single material. More...
class  IMeshManipulator
 An interface for easy manipulation of meshes. More...
class  IMeshSceneNode
 A scene node displaying a static mesh. More...
class  IMetaTriangleSelector
 Interface for making multiple triangle selectors work as one big selector. More...
class  ISceneCollisionManager
 The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes. More...
class  ISceneManager
 The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff. More...
class  ISceneNode
 Scene node interface. More...
class  ISceneNodeAnimator
 Animates a scene node. Can animate position, rotation, material, and so on. More...
class  ISceneNodeAnimatorCameraFPS
 Special scene node animator for FPS cameras. More...
class  ISceneNodeAnimatorCameraMaya
 Special scene node animator for Maya-style cameras. More...
class  ISceneNodeAnimatorCollisionResponse
 Special scene node animator for doing automatic collision detection and response. More...
class  ISceneNodeAnimatorFactory
 Interface for dynamic creation of scene node animators. More...
class  ISceneNodeFactory
 Interface for dynamic creation of scene nodes. More...
class  ITriangleSelector
 Interface to return triangles with specific properties. More...
class  IVertexBuffer
struct  SMesh
 Simple implementation of the IMesh interface. More...
struct  SParticle
 Struct for holding particle data. More...
struct  SViewFrustum
 Defines the view frustum. That's the space visible by the camera. More...

Typedefs

typedef CVertexBuffer< video::S3DVertexSVertexBuffer
typedef CVertexBuffer< video::S3DVertex2TCoordsSVertexBufferLightMap
typedef CVertexBuffer< video::S3DVertexTangentsSVertexBufferTangents
typedef core::list< ISceneNode * > ISceneNodeList
 Typedef for list of scene nodes.
typedef core::list< ISceneNodeAnimator * > ISceneNodeAnimatorList
 Typedef for list of scene node animators.

Enumerations

enum  E_CULLING_TYPE {
  EAC_OFF = 0 , EAC_BOX = 1 , EAC_FRUSTUM_BOX = 2 , EAC_FRUSTUM_SPHERE = 4 ,
  EAC_OCC_QUERY = 8
}
 An enumeration for all types of automatic culling for built-in scene nodes.
enum  E_DEBUG_SCENE_TYPE {
  EDS_OFF = 0 , EDS_BBOX = 1 , EDS_NORMALS = 2 , EDS_SKELETON = 4 ,
  EDS_MESH_WIRE_OVERLAY = 8 , EDS_HALF_TRANSPARENCY = 16 , EDS_BBOX_BUFFERS = 32 , EDS_BBOX_ALL = EDS_BBOX | EDS_BBOX_BUFFERS ,
  EDS_FULL = 0xffffffff
}
 An enumeration for all types of debug data for built-in scene nodes (flags). More...
enum  E_HARDWARE_MAPPING { EHM_NEVER =0 , EHM_STATIC , EHM_DYNAMIC , EHM_STREAM }
enum  E_BUFFER_TYPE { EBT_NONE =0 , EBT_VERTEX , EBT_INDEX , EBT_VERTEX_AND_INDEX }
enum  E_PRIMITIVE_TYPE {
  EPT_POINTS =0 , EPT_LINE_STRIP , EPT_LINE_LOOP , EPT_LINES ,
  EPT_TRIANGLE_STRIP , EPT_TRIANGLE_FAN , EPT_TRIANGLES , EPT_POINT_SPRITES
}
 Enumeration for all primitive types there are. More...
enum  ESCENE_NODE_ANIMATOR_TYPE {
  ESNAT_FLY_CIRCLE = 0 , ESNAT_FLY_STRAIGHT , ESNAT_FOLLOW_SPLINE , ESNAT_ROTATION ,
  ESNAT_TEXTURE , ESNAT_DELETION , ESNAT_COLLISION_RESPONSE , ESNAT_CAMERA_FPS ,
  ESNAT_CAMERA_MAYA , ESNAT_COUNT , ESNAT_UNKNOWN , ESNAT_FORCE_32_BIT = 0x7fffffff
}
 An enumeration for all types of built-in scene node animators. More...
enum  ESCENE_NODE_TYPE {
  ESNT_SCENE_MANAGER = MAKE_IRR_ID('s','m','n','g') , ESNT_MESH = MAKE_IRR_ID('m','e','s','h') , ESNT_LIGHT = MAKE_IRR_ID('l','g','h','t') , ESNT_EMPTY = MAKE_IRR_ID('e','m','t','y') ,
  ESNT_CAMERA = MAKE_IRR_ID('c','a','m','_') , ESNT_ANIMATED_MESH = MAKE_IRR_ID('a','m','s','h') , ESNT_CAMERA_MAYA = MAKE_IRR_ID('c','a','m','M') , ESNT_CAMERA_FPS = MAKE_IRR_ID('c','a','m','F') ,
  ESNT_UNKNOWN = MAKE_IRR_ID('u','n','k','n') , ESNT_ANY = MAKE_IRR_ID('a','n','y','_')
}
 An enumeration for all types of built-in scene nodes. More...
enum  E_SCENE_NODE_RENDER_PASS {
  ESNRP_NONE = 0 , ESNRP_CAMERA = 1 , ESNRP_LIGHT = 2 , ESNRP_SKY_BOX = 4 ,
  ESNRP_AUTOMATIC = 24 , ESNRP_SOLID = 8 , ESNRP_TRANSPARENT = 16 , ESNRP_TRANSPARENT_EFFECT = 32 ,
  ESNRP_SHADOW = 64 , ESNRP_CUBE_REFLECT = 128
}
 Enumeration for render passes. More...

Variables

const c8 *const AutomaticCullingNames []
 Names for culling type.
const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"
 Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.
const c8 *const CSM_TEXTURE_PATH = "CSM_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const LMTS_TEXTURE_PATH = "LMTS_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const MY3D_TEXTURE_PATH = "MY3D_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"
 Name of the parameter specifying the COLLADA mesh loading mode.
const c8 *const DMF_TEXTURE_PATH = "DMF_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"
 Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
const c8 *const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"
 Name of the parameter for setting reference value of alpha in transparent materials.
const c8 *const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"
 Name of the parameter for choose to flip or not tga files.
const c8 *const OBJ_TEXTURE_PATH = "OBJ_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"
 Flag to avoid loading group structures in .obj files.
const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"
 Flag to avoid loading material .mtl file for .obj files.
const c8 *const B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"
 Flag to ignore the b3d file's mipmapping flag.
const c8 *const B3D_TEXTURE_PATH = "B3D_TexturePath"
 Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
const c8 *const IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"
 Flag set as parameter when the scene manager is used as editor.
const c8 *const DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"
 Name of the parameter for setting the length of debug normals.
const c8 *const DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"
 Name of the parameter for setting the color of debug normals.

Detailed Description

All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...

Enumeration Type Documentation

◆ E_BUFFER_TYPE

Enumerator
EBT_NONE 

Does not change anything.

EBT_VERTEX 

Change the vertex mapping.

EBT_INDEX 

Change the index mapping.

EBT_VERTEX_AND_INDEX 

Change both vertex and index mapping to the same value.

◆ E_DEBUG_SCENE_TYPE

An enumeration for all types of debug data for built-in scene nodes (flags).

Enumerator
EDS_OFF 

No Debug Data ( Default ).

EDS_BBOX 

Show Bounding Boxes of SceneNode.

EDS_NORMALS 

Show Vertex Normals.

EDS_SKELETON 

Shows Skeleton/Tags.

EDS_MESH_WIRE_OVERLAY 

Overlays Mesh Wireframe.

EDS_HALF_TRANSPARENCY 

Temporary use transparency Material Type.

EDS_BBOX_BUFFERS 

Show Bounding Boxes of all MeshBuffers.

EDS_BBOX_ALL 

EDS_BBOX | EDS_BBOX_BUFFERS.

EDS_FULL 

Show all debug infos.

◆ E_HARDWARE_MAPPING

Enumerator
EHM_NEVER 

Don't store on the hardware.

EHM_STATIC 

Rarely changed, usually stored completely on the hardware.

EHM_DYNAMIC 

Sometimes changed, driver optimized placement.

EHM_STREAM 

Always changed, cache optimizing on the GPU.

◆ E_PRIMITIVE_TYPE

Enumeration for all primitive types there are.

Enumerator
EPT_POINTS 

All vertices are non-connected points.

EPT_LINE_STRIP 

All vertices form a single connected line.

EPT_LINE_LOOP 

Just as LINE_STRIP, but the last and the first vertex is also connected.

EPT_LINES 

Every two vertices are connected creating n/2 lines.

EPT_TRIANGLE_STRIP 

After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.

EPT_TRIANGLE_FAN 

After the first two vertices each vertex defines a new triangle. All around the common first vertex.

EPT_TRIANGLES 

Explicitly set all vertices for each triangle.

EPT_POINT_SPRITES 

The single vertices are expanded to quad billboards on the GPU.

◆ E_SCENE_NODE_RENDER_PASS

Enumeration for render passes.

A parameter passed to the registerNodeForRendering() method of the ISceneManager, specifying when the node wants to be drawn in relation to the other nodes.

Enumerator
ESNRP_NONE 

No pass currently active.

ESNRP_CAMERA 

Camera pass. The active view is set up here. The very first pass.

ESNRP_LIGHT 

In this pass, lights are transformed into camera space and added to the driver.

ESNRP_SKY_BOX 

This is used for sky boxes.

ESNRP_AUTOMATIC 

All normal objects can use this for registering themselves.

This value will never be returned by ISceneManager::getSceneNodeRenderPass(). The scene 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 scene 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.

ESNRP_SOLID 

Solid scene nodes or special scene nodes without materials.

ESNRP_TRANSPARENT 

Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.

ESNRP_TRANSPARENT_EFFECT 

Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.

ESNRP_SHADOW 

Drawn after the solid nodes, before the transparent nodes, the time for drawing shadow volumes.

ESNRP_CUBE_REFLECT 

Skylicht engine cube reflect.

◆ ESCENE_NODE_ANIMATOR_TYPE

An enumeration for all types of built-in scene node animators.

Enumerator
ESNAT_FLY_CIRCLE 

Fly circle scene node animator.

ESNAT_FLY_STRAIGHT 

Fly straight scene node animator.

ESNAT_FOLLOW_SPLINE 

Follow spline scene node animator.

ESNAT_ROTATION 

Rotation scene node animator.

ESNAT_TEXTURE 

Texture scene node animator.

ESNAT_DELETION 

Deletion scene node animator.

ESNAT_COLLISION_RESPONSE 

Collision respose scene node animator.

ESNAT_CAMERA_FPS 

FPS camera animator.

ESNAT_CAMERA_MAYA 

Maya camera animator.

ESNAT_COUNT 

Amount of built-in scene node animators.

ESNAT_UNKNOWN 

Unknown scene node animator.

ESNAT_FORCE_32_BIT 

This enum is never used, it only forces the compiler to compile this enumeration to 32 bit.

◆ ESCENE_NODE_TYPE

An enumeration for all types of built-in scene nodes.

A scene node type is represented by a four character code such as 'cube' or 'mesh' instead of simple numbers, to avoid name clashes with external scene nodes.

Enumerator
ESNT_SCENE_MANAGER 

of type CSceneManager (note that ISceneManager is not(!) an ISceneNode)

ESNT_MESH 

Mesh Scene Node.

ESNT_LIGHT 

Light Scene Node.

ESNT_EMPTY 

Empty Scene Node.

ESNT_CAMERA 

Camera Scene Node.

ESNT_ANIMATED_MESH 

Animated Mesh Scene Node.

ESNT_CAMERA_MAYA 

Maya Camera Scene Node.

Legacy, for loading version <= 1.4.x .irr files

ESNT_CAMERA_FPS 

First Person Shooter Camera.

Legacy, for loading version <= 1.4.x .irr files

ESNT_UNKNOWN 

Unknown scene node.

ESNT_ANY 

Will match with any scene node when checking types.

Variable Documentation

◆ ALLOW_ZWRITE_ON_TRANSPARENT

const c8* const irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT = "Allow_ZWrite_On_Transparent"

Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials.

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:

SceneManager->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
const c8 *const ALLOW_ZWRITE_ON_TRANSPARENT
Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) ma...
Definition SceneParameters.h:30

◆ AutomaticCullingNames

const c8* const irr::scene::AutomaticCullingNames[]
Initial value:
=
{
"false",
"box",
"frustum_box",
"frustum_sphere",
"occ_query",
0
}

Names for culling type.

◆ B3D_LOADER_IGNORE_MIPMAP_FLAG

const c8* const irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG = "B3D_IgnoreMipmapFlag"

Flag to ignore the b3d file's mipmapping flag.

Instead Irrlicht's texture creation flag is used. Use it like this:

SceneManager->getParameters()->setAttribute(scene::B3D_LOADER_IGNORE_MIPMAP_FLAG, true);
const c8 *const B3D_LOADER_IGNORE_MIPMAP_FLAG
Flag to ignore the b3d file's mipmapping flag.
Definition SceneParameters.h:146

◆ B3D_TEXTURE_PATH

const c8* const irr::scene::B3D_TEXTURE_PATH = "B3D_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

Was used for changing the texture path of the built-in b3d loader like this:

SceneManager->getParameters()->setAttribute(scene::B3D_TEXTURE_PATH, "path/to/your/textures");
const c8 *const B3D_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:154

◆ COLLADA_CREATE_SCENE_INSTANCES

const c8* const irr::scene::COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances"

Name of the parameter specifying the COLLADA mesh loading mode.

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 ISceneManager::getMesh() 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:

SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);
const c8 *const COLLADA_CREATE_SCENE_INSTANCES
Name of the parameter specifying the COLLADA mesh loading mode.
Definition SceneParameters.h:67

◆ CSM_TEXTURE_PATH

const c8* const irr::scene::CSM_TEXTURE_PATH = "CSM_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

Was used for changing the texture path of the built-in csm loader like this:

SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");
const c8 *const CSM_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:38

◆ DEBUG_NORMAL_COLOR

const c8* const irr::scene::DEBUG_NORMAL_COLOR = "DEBUG_Normal_Color"

Name of the parameter for setting the color of debug normals.

Use it like this:

SceneManager->getParameters()->setAttributeAsColor(scene::DEBUG_NORMAL_COLOR, video::SColor(255, 255, 255, 255));
Class representing a 32 bit ARGB color.
Definition SColor.h:285
const c8 *const DEBUG_NORMAL_COLOR
Name of the parameter for setting the color of debug normals.
Definition SceneParameters.h:175

◆ DEBUG_NORMAL_LENGTH

const c8* const irr::scene::DEBUG_NORMAL_LENGTH = "DEBUG_Normal_Length"

Name of the parameter for setting the length of debug normals.

Use it like this:

SceneManager->getParameters()->setAttribute(scene::DEBUG_NORMAL_LENGTH, 1.5f);
const c8 *const DEBUG_NORMAL_LENGTH
Name of the parameter for setting the length of debug normals.
Definition SceneParameters.h:167

◆ DMF_ALPHA_CHANNEL_REF

const c8* const irr::scene::DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef"

Name of the parameter for setting reference value of alpha in transparent materials.

Use it like this:

//this way you'll set alpha ref to 0.1
SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);
const c8 *const DMF_ALPHA_CHANNEL_REF
Name of the parameter for setting reference value of alpha in transparent materials.
Definition SceneParameters.h:102

◆ DMF_FLIP_ALPHA_TEXTURES

const c8* const irr::scene::DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha"

Name of the parameter for choose to flip or not tga files.

Use it like this:

//this way you'll choose to flip alpha textures
SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);
const c8 *const DMF_FLIP_ALPHA_TEXTURES
Name of the parameter for choose to flip or not tga files.
Definition SceneParameters.h:111

◆ DMF_IGNORE_MATERIALS_DIRS

const c8* const irr::scene::DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir"

Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.

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:

//this way you won't use this setting (default)
SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);
const c8 *const DMF_IGNORE_MATERIALS_DIRS
Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.
Definition SceneParameters.h:93
//this way you'll use this setting
SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);

◆ DMF_TEXTURE_PATH

const c8* const irr::scene::DMF_TEXTURE_PATH = "DMF_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

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:

SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");
const c8 *const DMF_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:77

◆ IRR_SCENE_MANAGER_IS_EDITOR

const c8* const irr::scene::IRR_SCENE_MANAGER_IS_EDITOR = "IRR_Editor"

Flag set as parameter when the scene manager is used as editor.

In this way special animators like deletion animators can be stopped from deleting scene nodes for example

◆ LMTS_TEXTURE_PATH

const c8* const irr::scene::LMTS_TEXTURE_PATH = "LMTS_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

Was used for changing the texture path of the built-in lmts loader like this:

SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");
const c8 *const LMTS_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:46

◆ MY3D_TEXTURE_PATH

const c8* const irr::scene::MY3D_TEXTURE_PATH = "MY3D_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

Was used for changing the texture path of the built-in MY3D loader like this:

SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");
const c8 *const MY3D_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:54

◆ OBJ_LOADER_IGNORE_GROUPS

const c8* const irr::scene::OBJ_LOADER_IGNORE_GROUPS = "OBJ_IgnoreGroups"

Flag to avoid loading group structures in .obj files.

Use it like this:

SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_GROUPS, true);
const c8 *const OBJ_LOADER_IGNORE_GROUPS
Flag to avoid loading group structures in .obj files.
Definition SceneParameters.h:128

◆ OBJ_LOADER_IGNORE_MATERIAL_FILES

const c8* const irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES = "OBJ_IgnoreMaterialFiles"

Flag to avoid loading material .mtl file for .obj files.

Use it like this:

SceneManager->getParameters()->setAttribute(scene::OBJ_LOADER_IGNORE_MATERIAL_FILES, true);
const c8 *const OBJ_LOADER_IGNORE_MATERIAL_FILES
Flag to avoid loading material .mtl file for .obj files.
Definition SceneParameters.h:137

◆ OBJ_TEXTURE_PATH

const c8* const irr::scene::OBJ_TEXTURE_PATH = "OBJ_TexturePath"

Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.

Was used for changing the texture path of the built-in obj loader like this:

SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");
const c8 *const OBJ_TEXTURE_PATH
Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.
Definition SceneParameters.h:120