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<h1>irr::scene Namespace Reference</h1>
<p>All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ...  
<a href="#_details">More...</a></p>
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<tr><td colspan="2"><h2>Namespaces</h2></td></tr>
<tr><td class="memItemLeft" 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"><h2>Classes</h2></td></tr>
<tr><td class="memItemLeft" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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 scene node.  <a href="classirr_1_1scene_1_1_i_billboard_scene_node.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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 scene node.  <a href="classirr_1_1scene_1_1_i_billboard_text_scene_node.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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" 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" 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" 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 scene node for adding additional transformations to the scene graph.  <a href="classirr_1_1scene_1_1_i_dummy_transformation_scene_node.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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" 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" 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" 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 scene.  <a href="classirr_1_1scene_1_1_i_light_manager.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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" 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" 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" 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" 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" 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" 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 scene 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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 scene 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" 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" 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 scene nodes.  <a href="classirr_1_1scene_1_1_i_scene_collision_manager.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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 scene 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" 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" 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 scene 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" 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 scene 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" 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 scene 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" 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 scene 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" 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 scene 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" 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 scene nodes.  <a href="classirr_1_1scene_1_1_i_scene_node_factory.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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 .irr files.  <a href="classirr_1_1scene_1_1_i_scene_user_data_serializer.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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" 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" 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 scene 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" 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 scene 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" 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" 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" align="right" valign="top">struct &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="structirr_1_1scene_1_1_i_vertex_manipulator.html">IVertexManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Interface for vertex manipulators.  <a href="structirr_1_1scene_1_1_i_vertex_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" 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" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_brightness_manipulator.html">SVertexColorBrightnessManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which adjusts the brightness by the given amount.  <a href="classirr_1_1scene_1_1_s_vertex_color_brightness_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_contrast_brightness_manipulator.html">SVertexColorContrastBrightnessManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount.  <a href="classirr_1_1scene_1_1_s_vertex_color_contrast_brightness_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_contrast_manipulator.html">SVertexColorContrastManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which adjusts the contrast by the given factor.  <a href="classirr_1_1scene_1_1_s_vertex_color_contrast_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_average_manipulator.html">SVertexColorDesaturateToAverageManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which desaturates the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_average_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_lightness_manipulator.html">SVertexColorDesaturateToLightnessManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which desaturates the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_lightness_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_luminance_manipulator.html">SVertexColorDesaturateToLuminanceManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which desaturates the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_desaturate_to_luminance_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_gamma_manipulator.html">SVertexColorGammaManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which adjusts the brightness by a gamma operation.  <a href="classirr_1_1scene_1_1_s_vertex_color_gamma_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_interpolate_linear_manipulator.html">SVertexColorInterpolateLinearManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which interpolates the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_interpolate_linear_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_interpolate_quadratic_manipulator.html">SVertexColorInterpolateQuadraticManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which interpolates the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_interpolate_quadratic_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_invert_manipulator.html">SVertexColorInvertManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which invertes the RGB values.  <a href="classirr_1_1scene_1_1_s_vertex_color_invert_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_scale_manipulator.html">SVertexColorScaleManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which scales the color values.  <a href="classirr_1_1scene_1_1_s_vertex_color_scale_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_set_alpha_manipulator.html">SVertexColorSetAlphaManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator to set the alpha value of the vertex color to a fixed value.  <a href="classirr_1_1scene_1_1_s_vertex_color_set_alpha_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_set_manipulator.html">SVertexColorSetManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator to set color to a fixed color for all vertices.  <a href="classirr_1_1scene_1_1_s_vertex_color_set_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_color_threshold_manipulator.html">SVertexColorThresholdManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator to set vertex color to one of two values depending on a given threshold.  <a href="classirr_1_1scene_1_1_s_vertex_color_threshold_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_position_scale_along_normals_manipulator.html">SVertexPositionScaleAlongNormalsManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which scales the position of the vertex along the normals.  <a href="classirr_1_1scene_1_1_s_vertex_position_scale_along_normals_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_position_scale_manipulator.html">SVertexPositionScaleManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which scales the position of the vertex.  <a href="classirr_1_1scene_1_1_s_vertex_position_scale_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_position_transform_manipulator.html">SVertexPositionTransformManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which transforms the position of the vertex.  <a href="classirr_1_1scene_1_1_s_vertex_position_transform_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">class &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="classirr_1_1scene_1_1_s_vertex_t_coords_scale_manipulator.html">SVertexTCoordsScaleManipulator</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Vertex manipulator which scales the TCoords of the vertex.  <a href="classirr_1_1scene_1_1_s_vertex_t_coords_scale_manipulator.html#_details">More...</a><br/></td></tr>
<tr><td class="memItemLeft" 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"><h2>Typedefs</h2></td></tr>
<tr><td class="memItemLeft" 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#a719d36e28f832373a9aa9596bde0da89">IParticlePointEmitter</a></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classirr_1_1core_1_1list.html">core::list</a><br class="typebreak"/>
&lt; <a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a> * &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a4699e14043e59f91c454ffc13edd953c">ISceneNodeAnimatorList</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Typedef for list of scene node animators.  <a href="#a4699e14043e59f91c454ffc13edd953c"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classirr_1_1core_1_1list.html">core::list</a>&lt; <a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a> * &gt;&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ac141e7443ace16ce06c0a092c6fc4fbc">ISceneNodeList</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Typedef for list of scene nodes.  <a href="#ac141e7443ace16ce06c0a092c6fc4fbc"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br class="typebreak"/>
&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#a76de145884afd2965d09c28d6bf89616">SMeshBuffer</a></td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Standard meshbuffer.  <a href="#a76de145884afd2965d09c28d6bf89616"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br class="typebreak"/>
&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#a0e95bd297e19ab7ab7160293b53b0584">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="#a0e95bd297e19ab7ab7160293b53b0584"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classirr_1_1scene_1_1_c_mesh_buffer.html">CMeshBuffer</a><br class="typebreak"/>
&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#aa8137e76f0ada61f342d3de6cf07680a">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="#aa8137e76f0ada61f342d3de6cf07680a"></a><br/></td></tr>
<tr><td colspan="2"><h2>Enumerations</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61">E_ANIMATED_MESH_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a6f44a8730987c53332017ff74048acd0">EAMT_UNKNOWN</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a3b87f459cd5f287626c4fd9aaf729284">EAMT_MD2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a58cbe2b4f04ce4cb05bd209259a88e49">EAMT_MD3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61aa5e0b4b1881d9e999cf7a7a1906e82f3">EAMT_OBJ</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a2f02513e0a6ac2b377bf3a047c2a002d">EAMT_BSP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a0ffa679fb212ad86cfce62c25feb2643">EAMT_3DS</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a5d30dfa5853b572ca852a57009ac5a39">EAMT_MY3D</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a97f8157a0c61e552ca83c93445895ec1">EAMT_LMTS</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a2525eebcc0c30bffe5378c0e81a88fb6">EAMT_CSM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61aea718c6b9b8485a394a5ea9118584d35">EAMT_OCT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61a633362dee1f292db6e26ae9a029dbebc">EAMT_SKINNED</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Possible types of (animated) meshes. </p>
 <a href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801">E_BONE_ANIMATION_MODE</a> { <a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801ad26c52974d12b0f95256af5f9ba11bde">EBAM_AUTOMATIC</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801a49f9737e748ea0a6fe7e4a636edcdd1b">EBAM_ANIMATED</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801a5cc55f24b347cbc72b22aff86eb3b18a">EBAM_UNANIMATED</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801a44d54a6246d59a7ab11fc0c4c86ee7ab">EBAM_COUNT</a>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Enumeration for different bone animation modes. </p>
 <a href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a47bfc785c34c953f926c920cd13ba1fb">E_BONE_SKINNING_SPACE</a> { <a class="el" href="namespaceirr_1_1scene.html#a47bfc785c34c953f926c920cd13ba1fba024fe7bb628e922486989ca66e294811">EBSS_LOCAL</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#a47bfc785c34c953f926c920cd13ba1fbad73d241e222b6402d5e2064625d4823b">EBSS_GLOBAL</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a47bfc785c34c953f926c920cd13ba1fbad92dab44c392e53ca99dfdd2f0ccf790">EBSS_COUNT</a>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8c">E_BUFFER_TYPE</a> { <a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8caee6d32ea2b56461fe8b0706c91b10d86">EBT_NONE</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8caee6af56d004d0171bdd3f94968be5c9d">EBT_VERTEX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8cac94c9bb193455a5a064f2757eb797bac">EBT_INDEX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8ca833624730c30cffccc121fe31aa0832c">EBT_VERTEX_AND_INDEX</a>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9cce">E_CULLING_TYPE</a> { <a class="el" href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9cceacf8b41fd7d45781cfb2eb7039ba6b09a">EAC_OFF</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9ccea28580fa38fb38096fdf29555d2488ff6">EAC_BOX</a> =  1, 
<a class="el" href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9ccea21aafa18a2103c249f1260ea2ba13774">EAC_FRUSTUM_BOX</a> =  2, 
<a class="el" href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9cceaa43d4737db36d4c34225155ec628e170">EAC_FRUSTUM_SPHERE</a> =  4
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>An enumeration for all types of automatic culling for built-in scene nodes. </p>
 <a href="namespaceirr_1_1scene.html#acabb2772476aa3706e65a7dc77fd9cce">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe">E_DEBUG_SCENE_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc">EDS_OFF</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea19e56bb3d3b18134fa63e0529629b427">EDS_BBOX</a> =  1, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea2713e470ee18ec9bfe40fdfb502f8b05">EDS_NORMALS</a> =  2, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbeaa7664e189b8641ac54cf27f70f6d8144">EDS_SKELETON</a> =  4, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea349b086537ac770f09935af4e31d3f3e">EDS_MESH_WIRE_OVERLAY</a> =  8, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea1def9e1b7d86e286b07a4b7179e6ed85">EDS_HALF_TRANSPARENCY</a> =  16, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea0179a3df80ac09143dfffed0bd9e99d1">EDS_BBOX_BUFFERS</a> =  32, 
<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea80f38e42f1b8cf169e83f44092367bfe">EDS_BBOX_ALL</a> =  EDS_BBOX | EDS_BBOX_BUFFERS, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbea24ffe5e6e99d589b3c80181e7c7dd4e2">EDS_FULL</a> =  0xffffffff
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>An enumeration for all types of debug data for built-in scene nodes (flags). </p>
 <a href="namespaceirr_1_1scene.html#a52b664c4c988113735042b168fc32dbe">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27">E_HARDWARE_MAPPING</a> { <a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27a6eaae9a4147dfc68ce11fa12b9ce3c0d">EHM_NEVER</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27a52a4dd2fb6fe682da24de33bb59a7cf6">EHM_STATIC</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27a9217fb955cf965a1fd48db5e492921fe">EHM_DYNAMIC</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27a7a85a790b8f5fa3432a96f39f5a31e36">EHM_STREAM</a>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314c">E_INTERPOLATION_MODE</a> { <a class="el" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caba5f84c1ec6dc808bccdef643643fb66">EIM_CONSTANT</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314caeb0eee69d713313af0d1223d70da7b46">EIM_LINEAR</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314ca7c2057a6943b57b8adb3358b3b33bbdf">EIM_COUNT</a>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5">E_JOINT_UPDATE_ON_RENDER</a> { <a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5a0f5945f06c8d8399203f155b797ce4a9">EJUOR_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5a86ddaa95ce432966c492ecce52e98187">EJUOR_READ</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5aaebc2a3dd56293692e21792ed59bbc0f">EJUOR_CONTROL</a>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1d">E_MESH_WRITER_FLAGS</a> { <a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1daf2dfebddfd0a2cd2b558e23cb6a87464">EMWF_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1daee23ec8ad339e67c03c424d5adb94a66">EMWF_WRITE_LIGHTMAPS</a> =  0x1, 
<a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1dac7c70ee80dc1a33aac68d317cb9c2cb7">EMWF_WRITE_COMPRESSED</a> =  0x2, 
<a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1da06511a5df874b2b69a146e0bbcb70309">EMWF_WRITE_BINARY</a> =  0x4
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>flags configuring mesh writing </p>
 <a href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1d">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010b">E_PARTICLE_AFFECTOR_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010bac5e1a70b4a2cecc5bf29d35f1e38aac1">EPAT_NONE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba90fb4c0dd7e58e7373b76596060402e1">EPAT_ATTRACT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010baa6b5c24be100f9beeb20a096105149f4">EPAT_FADE_OUT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba091fb685410e8b2134f7a81ae689ec5e">EPAT_GRAVITY</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba25ace022a9e33b02eb1faeb6fa526575">EPAT_ROTATE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba9241becabb2dc35e6c1a612a454433de">EPAT_SCALE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010ba3decef25f1986898147a12b259ed8573">EPAT_COUNT</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Types of built in particle affectors. </p>
 <a href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010b">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272b">E_PARTICLE_EMITTER_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272bafc201018448a1f3d89151f22c33c53c3">EPET_POINT</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272ba448cfefed583b0d3248414c8fb5a2e80">EPET_ANIMATED_MESH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272baa97953394f59cabeea2c2dda9938d745">EPET_BOX</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272baa466f9d78fa14ace831342ebb76ad9e6">EPET_CYLINDER</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272ba5b78b795480a2f86f3ebe176e39da883">EPET_MESH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272bae71cfa584d0b54671ba70bfd8dff8256">EPET_RING</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272ba0d46a5e3b07f6c8a4ebbdd6e9022dbf9">EPET_SPHERE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272bac8b95f0033334e772ff03434b099fb38">EPET_COUNT</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Types of built in particle emitters. </p>
 <a href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272b">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc">E_PRIMITIVE_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca180689eadf794441c2c2dcd87462e203">EPT_POINTS</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca5e391340a0edd5f94b7e2a977637215c">EPT_LINE_STRIP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaf54da57a43051cfc6e95185b38e86625">EPT_LINE_LOOP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca1227c9648d4d9d7449ca1f959740b92b">EPT_LINES</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40">EPT_TRIANGLE_STRIP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca7646edca10a2b18da4c0fd49cc8f11e4">EPT_TRIANGLE_FAN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581">EPT_TRIANGLES</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca534dcefd6a3db8c0d30e9af6e14b7800">EPT_QUAD_STRIP</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dca727ed6957405bfa168dbdb910f0eb0da">EPT_QUADS</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcac8a1de1f2ebd41892e66f833e42bb260">EPT_POLYGON</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dcaf2708b13ed29bcc856624e9222755ef7">EPT_POINT_SPRITES</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Enumeration for all primitive types there are. </p>
 <a href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67f">E_SCENE_NODE_RENDER_PASS</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fa1f79a46e7a41716dcae5c8dfe8d310bb">ESNRP_NONE</a> = 0, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fa26f6af7911240e22003f327aef126053">ESNRP_CAMERA</a> = 1, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fa1390daf021e4354eb3dc8d5d46fb7dc0">ESNRP_LIGHT</a> = 2, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fac41f4cb4900e84b9e55462089d0e3cb8">ESNRP_SKY_BOX</a> = 4, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fa5ceee6e4bc2fab42c663b32018e276e8">ESNRP_AUTOMATIC</a> = 24, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fad058b020ab42ad745cc03fe379148e1f">ESNRP_SOLID</a> = 8, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fad3a1300505d0ab06133e25256b893b2b">ESNRP_TRANSPARENT</a> = 16, 
<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fa3d134d3f703e328ab5798e5ff4a5c186">ESNRP_TRANSPARENT_EFFECT</a> = 32, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67fadbc7353e3092974abaa4d063faa22421">ESNRP_SHADOW</a> = 64
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Enumeration for render passes. </p>
 <a href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67f">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044">E_TERRAIN_PATCH_SIZE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044a94031c5146d368e0f634487093b5ae16">ETPS_9</a> =  9, 
<a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044abe94d6195f435b8e08a38269e63af72e">ETPS_17</a> =  17, 
<a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044adcad925a0a6f39b889909450a4b5b35c">ETPS_33</a> =  33, 
<a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044aedfd2b84fad4913885601a09ab3b7f91">ETPS_65</a> =  65, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044af34ae7ee14ebe5bdd1e939afd3f17427">ETPS_129</a> =  129
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>enumeration for patch sizes specifying the size of patches in the TerrainSceneNode </p>
 <a href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19">EMD2_ANIMATION_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a35893ae58423c41dace23ad13e262e2c">EMAT_STAND</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19af240ef944e6e257ec369f87053c756e8">EMAT_RUN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a2ff847d13f50b9ade089808df381bc42">EMAT_ATTACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a7ef3070606abf1d6529512a0540a376d">EMAT_PAIN_A</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a17fe910179f2ceb045b6c865421add5e">EMAT_PAIN_B</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a5e80f8bb897b8d5001a9741d60a34ae5">EMAT_PAIN_C</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ae405ebd94a9595eb0e5444eab4157aee">EMAT_JUMP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a42b8468a0cb84cc5f9a3433618ac85c2">EMAT_FLIP</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ab193197927cc2408970e3039e6457309">EMAT_SALUTE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ab964cb1e2ac0ecdbd3ac30b58dfe717f">EMAT_FALLBACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a0de1308a8a0535299fa09df80ddc0338">EMAT_WAVE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19aac114a5c69f38d4f943145dd98929d95">EMAT_POINT</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a09269e097ca6a8ccd9052c06215d868c">EMAT_CROUCH_STAND</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a44aaa40b529734cc6e7025aed07be14b">EMAT_CROUCH_WALK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19abfd3904fd08ebb548970b386fb075696">EMAT_CROUCH_ATTACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a461dbf65f5adde2d661bd514a7fd5c5a">EMAT_CROUCH_PAIN</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a2161f76bef818fde2619b74030ec86f0">EMAT_CROUCH_DEATH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ac8c0d550c589fc801e9d24b87e3a489e">EMAT_DEATH_FALLBACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ab517f9cd7ef27068fa07c11cc6838949">EMAT_DEATH_FALLFORWARD</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ab25089817a141836f340f61ad1851b13">EMAT_DEATH_FALLBACKSLOW</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19ab5a8ac059e08214f4a233afe0322da87">EMAT_BOOM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19a5fab9bcda993dba3607011f09f1b7c81">EMAT_COUNT</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Types of standard md2 animations. </p>
 <a href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3">EMD3_ANIMATION_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3aea2a3f484bf90bdbd15062c6bf078ee8">EMD3_BOTH_DEATH_1</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a5715888218e5d4b683155b982e48063e">EMD3_BOTH_DEAD_1</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3aa80262786b9b4584691f364c0147e5f0">EMD3_BOTH_DEATH_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a4b84ae0886caa53bd170f1314b53932d">EMD3_BOTH_DEAD_2</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3aa3389d681b14944d1d47de34332df5f9">EMD3_BOTH_DEATH_3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a06af8504d0a93bdc0c5e90b674405bdb">EMD3_BOTH_DEAD_3</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3af0d8fa0f224a5abd5e59d0830c30dd55">EMD3_TORSO_GESTURE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a3cac7b5a0a450d4b9870b881990e3fa3">EMD3_TORSO_ATTACK_1</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3ae76041acf2f0905b1501eabf0dff97af">EMD3_TORSO_ATTACK_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a598cc2a053eef5d9a094cec8a73d3af9">EMD3_TORSO_DROP</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3ac31416567a53f0c831205268331e014d">EMD3_TORSO_RAISE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3abbc46d060dd1f7248d08064feace53a5">EMD3_TORSO_STAND_1</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3ac674330d53ed3b2d45053183c62aba10">EMD3_TORSO_STAND_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3abba0faa0b18d5ee1e27a2414a286d905">EMD3_LEGS_WALK_CROUCH</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a564e4b40b5067c51fd8eebc9f72f947f">EMD3_LEGS_WALK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a657330b22d1843fd5b78d7805c36b606">EMD3_LEGS_RUN</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a79839fec176c5fad4410cd2e108736d7">EMD3_LEGS_BACK</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3aae8bbb6fe2f686ca8ff41223b3e26a6f">EMD3_LEGS_SWIM</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3aa2623f61b863c78fdba0cd4231fdd78e">EMD3_LEGS_JUMP_1</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a5d561e48b8510a7839738760ba299145">EMD3_LEGS_LAND_1</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a5d47ba16620e91b67449b2cc1cd56cf9">EMD3_LEGS_JUMP_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a6212569186f5f833fa919141079b55d4">EMD3_LEGS_LAND_2</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a8b907b79463323610ea63357157393dc">EMD3_LEGS_IDLE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a55ee1d4bbaaaead8cdc59d19bee3a009">EMD3_LEGS_IDLE_CROUCH</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3ada3d3b742eee02b2a30f8077dadde0ab">EMD3_LEGS_TURN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3a3a9b1ea6dbd3f7a93f66e124496fb6fc">EMD3_ANIMATION_COUNT</a>
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>Animation list. </p>
 <a href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29">eMD3Models</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29a741d6ffd5463f56e54868b5927673df8">EMD3_HEAD</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29a9a3073723f767bfea13f1d9f29272746">EMD3_UPPER</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29ad266a9d57ba0895dd9032f0fea066508">EMD3_LOWER</a>, 
<a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29a6404a8c5fcd65ef4ae7eeae5e90207dc">EMD3_WEAPON</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29a522b4a637da7d32e380667b780d7d56a">EMD3_NUMMODELS</a>
<br/>
 }</td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4e">EMESH_WRITER_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4ea8f16d471fc5466a61e71c14158e7be3e">EMWT_IRR_MESH</a> =  MAKE_IRR_ID('i','r','r','m'), 
<a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4eab64eaf09eb12d2361e67066b86529ba8">EMWT_COLLADA</a> =  MAKE_IRR_ID('c','o','l','l'), 
<a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4ea8608bd1e505d53e6cc2e7c477b31d8a1">EMWT_STL</a> =  MAKE_IRR_ID('s','t','l',0), 
<a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4eae22b9ef8ea7befd1368d7b90bbe12992">EMWT_OBJ</a> =  MAKE_IRR_ID('o','b','j',0), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4ead00c87763ef520a5115e9920968c0108">EMWT_PLY</a> =  MAKE_IRR_ID('p','l','y',0)
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>An enumeration for all supported types of built-in mesh writers. </p>
 <a href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4e">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19">ESCENE_NODE_ANIMATOR_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19add5f15ecd6c0209d4e3d81a287ae9a66">ESNAT_FLY_CIRCLE</a> =  0, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19af71dad2be8d964a88329d2727fb53b74">ESNAT_FLY_STRAIGHT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19addc7e3bb5180f7087546ccab14dcc4ad">ESNAT_FOLLOW_SPLINE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19a689aa5051e83b7f61a7abba85eb1be52">ESNAT_ROTATION</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19a2f3e75035fbb3227189a0a3d8bcda993">ESNAT_TEXTURE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19abbafee6e6a120e26a6e1ed6bd3cbdc86">ESNAT_DELETION</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19af5889b6449faa50d3fabd005d4493490">ESNAT_COLLISION_RESPONSE</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19ae40c836272ace5bf243baaca72dba55c">ESNAT_CAMERA_FPS</a>, 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19a851338028c38a91643f70d2a2e5ff8c4">ESNAT_CAMERA_MAYA</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19a2bcfe4fb94550fadc4b1e79b8c0d6583">ESNAT_COUNT</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19a070125dd5b3d35093f912dd3250253c6">ESNAT_UNKNOWN</a>, 
<a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19ac54f052c7c7e45e68d7460c3706a3167">ESNAT_FORCE_32_BIT</a> =  0x7fffffff
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>An enumeration for all types of built-in scene node animators. </p>
 <a href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19">More...</a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">enum &nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bd">ESCENE_NODE_TYPE</a> { <br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda44d66f5c284aed4d0698d6854b6a72e3">ESNT_CUBE</a> =  MAKE_IRR_ID('c','u','b','e'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda46ad007c8d7d278a6a3769714c5dacdb">ESNT_SPHERE</a> =  MAKE_IRR_ID('s','p','h','r'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda65e7b71bf270e10f94d88bcab8cbf184">ESNT_TEXT</a> =  MAKE_IRR_ID('t','e','x','t'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda80e25755278a5e89d190c9221f2bb181">ESNT_WATER_SURFACE</a> =  MAKE_IRR_ID('w','a','t','r'), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda699880de1c55e8ed4ae24b0e07df972a">ESNT_TERRAIN</a> =  MAKE_IRR_ID('t','e','r','r'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bdac47a4c2ad206e916f080ad28faed7f3b">ESNT_SKY_BOX</a> =  MAKE_IRR_ID('s','k','y','_'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda9bef60dbd27db262591c836beb472160">ESNT_SKY_DOME</a> =  MAKE_IRR_ID('s','k','y','d'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda41e004ec85286fba1d14c00273df039e">ESNT_SHADOW_VOLUME</a> =  MAKE_IRR_ID('s','h','d','w'), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda1cbab0e001b2df07ef2a253434532a52">ESNT_OCTREE</a> =  MAKE_IRR_ID('o','c','t','r'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda25998267ed8640ca0c432df23f1b71fe">ESNT_MESH</a> =  MAKE_IRR_ID('m','e','s','h'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda73c87b4a418b0b7dc9d441cdf45f51e3">ESNT_LIGHT</a> =  MAKE_IRR_ID('l','g','h','t'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda977d9500eeb4d4f23e5676a312367f57">ESNT_EMPTY</a> =  MAKE_IRR_ID('e','m','t','y'), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda1a0385665a70cacbf1c662e2f6a78759">ESNT_DUMMY_TRANSFORMATION</a> =  MAKE_IRR_ID('d','m','m','y'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda117834c96690a72567a0a813708cf3b6">ESNT_CAMERA</a> =  MAKE_IRR_ID('c','a','m','_'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda85e4b3fca8fceb3de9057e91926d2a5f">ESNT_BILLBOARD</a> =  MAKE_IRR_ID('b','i','l','l'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6">ESNT_ANIMATED_MESH</a> =  MAKE_IRR_ID('a','m','s','h'), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bdab027cde22a402f6f7f19eb714acf26a4">ESNT_PARTICLE_SYSTEM</a> =  MAKE_IRR_ID('p','t','c','l'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda240e6f8e61816ea8f0cdf840b457734c">ESNT_Q3SHADER_SCENE_NODE</a> =  MAKE_IRR_ID('q','3','s','h'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda9e1745f6f4b6772eb8b92de4436db5b6">ESNT_MD3_SCENE_NODE</a> =  MAKE_IRR_ID('m','d','3','_'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda4dc59bfbe8afbb4d97bbbad1b356bea6">ESNT_VOLUME_LIGHT</a> =  MAKE_IRR_ID('v','o','l','l'), 
<br/>
&nbsp;&nbsp;<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda0f55e02501e38f435f1cca657983f933">ESNT_CAMERA_MAYA</a> =  MAKE_IRR_ID('c','a','m','M'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bdacbc402c4f01adcc87f3f8e9c004bdcd6">ESNT_CAMERA_FPS</a> =  MAKE_IRR_ID('c','a','m','F'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bda0c24ab203e5e0dc055f82fbca65d4f47">ESNT_UNKNOWN</a> =  MAKE_IRR_ID('u','n','k','n'), 
<a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bdaa61d9ba5a5ec51a33600f83fb8bd71f5">ESNT_ANY</a> =  MAKE_IRR_ID('a','n','y','_')
<br/>
 }</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><p>An enumeration for all types of built-in scene nodes. </p>
 <a href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bd">More...</a><br/></td></tr>
<tr><td colspan="2"><h2>Variables</h2></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ab585d23bc2a3d02cd368d8bfd0b1414a">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="#ab585d23bc2a3d02cd368d8bfd0b1414a"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#afb3e3fc1668bd602189bab446801aa12">AutomaticCullingNames</a> []</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for culling type.  <a href="#afb3e3fc1668bd602189bab446801aa12"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a0a190773ebdbed9f134b17d496fc526a">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="#a0a190773ebdbed9f134b17d496fc526a"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#acaad1f28c235751815637948cc845c15">B3D_TEXTURE_PATH</a> = &quot;B3D_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 b3d loader.  <a href="#acaad1f28c235751815637948cc845c15"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a578945909729ca194b0d44852aab8021">BoneAnimationModeNames</a> []</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for bone animation modes.  <a href="#a578945909729ca194b0d44852aab8021"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a157681b3ef101a801ce278e6f21de946">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="#a157681b3ef101a801ce278e6f21de946"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#aecf002b9e14bd101b455632e1c260a8d">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="#aecf002b9e14bd101b455632e1c260a8d"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a767a12984dbf7a4f0917993d748d1350">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="#a767a12984dbf7a4f0917993d748d1350"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a19153395855d08302b70dcfa9247eb51">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="#a19153395855d08302b70dcfa9247eb51"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#afd6e025453e80983de80371dc56718ef">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="#afd6e025453e80983de80371dc56718ef"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#acdc1ddd0bfeb4118a5d8f3ea953717f6">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="#acdc1ddd0bfeb4118a5d8f3ea953717f6"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ae996d826263cf504dd0260d0a096b0d0">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="#ae996d826263cf504dd0260d0a096b0d0"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a2a6e8bd33eaec1815e3e16a59c269fb5">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="#a2a6e8bd33eaec1815e3e16a59c269fb5"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a7a3f4a75d85bd2b3f6bc4dd58f3ce585">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 scene manager is used as editor.  <a href="#a7a3f4a75d85bd2b3f6bc4dd58f3ce585"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a1d81a2ac8866dfa4a0ff3bdece327f75">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="#a1d81a2ac8866dfa4a0ff3bdece327f75"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a54eb9ea68ba13b4689444f8d34e338b9">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="#a54eb9ea68ba13b4689444f8d34e338b9"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#afb0c389302c1e7ad39f83d558dbb2699">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="#afb0c389302c1e7ad39f83d558dbb2699"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#ac7d5a31e2146062ddbde288115bb6c7b">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="#ac7d5a31e2146062ddbde288115bb6c7b"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a12d0b16f969fdaaf7c2161a0c7152b54">OBJ_TEXTURE_PATH</a> = &quot;OBJ_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 obj loader.  <a href="#a12d0b16f969fdaaf7c2161a0c7152b54"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#a1ce0e47158d68b401d23d833bc70bb86">ParticleAffectorTypeNames</a> []</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for built in particle affectors.  <a href="#a1ce0e47158d68b401d23d833bc70bb86"></a><br/></td></tr>
<tr><td class="memItemLeft" align="right" valign="top">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a> *const&nbsp;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespaceirr_1_1scene.html#adf760b7abdec907704ec6190dfc0caba">ParticleEmitterTypeNames</a> []</td></tr>
<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Names for built in particle emitters.  <a href="#adf760b7abdec907704ec6190dfc0caba"></a><br/></td></tr>
</table>
<hr/><a name="_details"></a><h2>Detailed Description</h2>
<p>All scene management can be found in this namespace: Mesh loading, special scene nodes like octrees and billboards, ... </p>
<hr/><h2>Typedef Documentation</h2>
<a class="anchor" id="a719d36e28f832373a9aa9596bde0da89"></a><!-- doxytag: member="irr::scene::IParticlePointEmitter" ref="a719d36e28f832373a9aa9596bde0da89" args="" -->
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          <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>
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<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>

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<a class="anchor" id="a4699e14043e59f91c454ffc13edd953c"></a><!-- doxytag: member="irr::scene::ISceneNodeAnimatorList" ref="a4699e14043e59f91c454ffc13edd953c" args="" -->
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          <td class="memname">typedef <a class="el" href="classirr_1_1core_1_1list.html">core::list</a>&lt;<a class="el" href="classirr_1_1scene_1_1_i_scene_node_animator.html">ISceneNodeAnimator</a>*&gt; <a class="el" href="classirr_1_1core_1_1list.html">irr::scene::ISceneNodeAnimatorList</a></td>
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<p>Typedef for list of scene node animators. </p>

<p>Definition at line <a class="el" href="_i_scene_node_8h_source.html#l00030">30</a> of file <a class="el" href="_i_scene_node_8h_source.html">ISceneNode.h</a>.</p>

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<a class="anchor" id="ac141e7443ace16ce06c0a092c6fc4fbc"></a><!-- doxytag: member="irr::scene::ISceneNodeList" ref="ac141e7443ace16ce06c0a092c6fc4fbc" args="" -->
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          <td class="memname">typedef <a class="el" href="classirr_1_1core_1_1list.html">core::list</a>&lt;<a class="el" href="classirr_1_1scene_1_1_i_scene_node.html">ISceneNode</a>*&gt; <a class="el" href="classirr_1_1core_1_1list.html">irr::scene::ISceneNodeList</a></td>
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<div class="memdoc">

<p>Typedef for list of scene nodes. </p>

<p>Definition at line <a class="el" href="_i_scene_node_8h_source.html#l00025">25</a> of file <a class="el" href="_i_scene_node_8h_source.html">ISceneNode.h</a>.</p>

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<a class="anchor" id="a76de145884afd2965d09c28d6bf89616"></a><!-- doxytag: member="irr::scene::SMeshBuffer" ref="a76de145884afd2965d09c28d6bf89616" args="" -->
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          <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>
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<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>

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<a class="anchor" id="a0e95bd297e19ab7ab7160293b53b0584"></a><!-- doxytag: member="irr::scene::SMeshBufferLightMap" ref="a0e95bd297e19ab7ab7160293b53b0584" args="" -->
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          <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>
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<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>

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<a class="anchor" id="aa8137e76f0ada61f342d3de6cf07680a"></a><!-- doxytag: member="irr::scene::SMeshBufferTangents" ref="aa8137e76f0ada61f342d3de6cf07680a" args="" -->
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          <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>
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<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>

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<hr/><h2>Enumeration Type Documentation</h2>
<a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61"></a><!-- doxytag: member="irr::scene::E_ANIMATED_MESH_TYPE" ref="a2fc85a64604521ca063f1881b5dd1c61" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a2fc85a64604521ca063f1881b5dd1c61">irr::scene::E_ANIMATED_MESH_TYPE</a></td>
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<p>Possible types of (animated) meshes. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a6f44a8730987c53332017ff74048acd0"></a><!-- doxytag: member="EAMT_UNKNOWN" ref="a2fc85a64604521ca063f1881b5dd1c61a6f44a8730987c53332017ff74048acd0" args="" -->EAMT_UNKNOWN</em>&nbsp;</td><td>
<p>Unknown animated mesh type. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a3b87f459cd5f287626c4fd9aaf729284"></a><!-- doxytag: member="EAMT_MD2" ref="a2fc85a64604521ca063f1881b5dd1c61a3b87f459cd5f287626c4fd9aaf729284" args="" -->EAMT_MD2</em>&nbsp;</td><td>
<p>Quake 2 MD2 model file. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a58cbe2b4f04ce4cb05bd209259a88e49"></a><!-- doxytag: member="EAMT_MD3" ref="a2fc85a64604521ca063f1881b5dd1c61a58cbe2b4f04ce4cb05bd209259a88e49" args="" -->EAMT_MD3</em>&nbsp;</td><td>
<p>Quake 3 MD3 model file. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61aa5e0b4b1881d9e999cf7a7a1906e82f3"></a><!-- doxytag: member="EAMT_OBJ" ref="a2fc85a64604521ca063f1881b5dd1c61aa5e0b4b1881d9e999cf7a7a1906e82f3" args="" -->EAMT_OBJ</em>&nbsp;</td><td>
<p>Maya .obj static model. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a2f02513e0a6ac2b377bf3a047c2a002d"></a><!-- doxytag: member="EAMT_BSP" ref="a2fc85a64604521ca063f1881b5dd1c61a2f02513e0a6ac2b377bf3a047c2a002d" args="" -->EAMT_BSP</em>&nbsp;</td><td>
<p>Quake 3 .bsp static Map. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a0ffa679fb212ad86cfce62c25feb2643"></a><!-- doxytag: member="EAMT_3DS" ref="a2fc85a64604521ca063f1881b5dd1c61a0ffa679fb212ad86cfce62c25feb2643" args="" -->EAMT_3DS</em>&nbsp;</td><td>
<p>3D Studio .3ds file </p>
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<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a5d30dfa5853b572ca852a57009ac5a39"></a><!-- doxytag: member="EAMT_MY3D" ref="a2fc85a64604521ca063f1881b5dd1c61a5d30dfa5853b572ca852a57009ac5a39" args="" -->EAMT_MY3D</em>&nbsp;</td><td>
<p>My3D Mesh, the file format by Zhuck Dimitry. </p>
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<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a97f8157a0c61e552ca83c93445895ec1"></a><!-- doxytag: member="EAMT_LMTS" ref="a2fc85a64604521ca063f1881b5dd1c61a97f8157a0c61e552ca83c93445895ec1" args="" -->EAMT_LMTS</em>&nbsp;</td><td>
<p>Pulsar LMTools .lmts file. This Irrlicht loader was written by Jonas Petersen. </p>
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<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a2525eebcc0c30bffe5378c0e81a88fb6"></a><!-- doxytag: member="EAMT_CSM" ref="a2fc85a64604521ca063f1881b5dd1c61a2525eebcc0c30bffe5378c0e81a88fb6" args="" -->EAMT_CSM</em>&nbsp;</td><td>
<p>Cartography Shop .csm file. This loader was created by Saurav Mohapatra. </p>
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<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61aea718c6b9b8485a394a5ea9118584d35"></a><!-- doxytag: member="EAMT_OCT" ref="a2fc85a64604521ca063f1881b5dd1c61aea718c6b9b8485a394a5ea9118584d35" args="" -->EAMT_OCT</em>&nbsp;</td><td>
<p>.oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. </p>
<p>The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht </p>
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<tr><td valign="top"><em><a class="anchor" id="a2fc85a64604521ca063f1881b5dd1c61a633362dee1f292db6e26ae9a029dbebc"></a><!-- doxytag: member="EAMT_SKINNED" ref="a2fc85a64604521ca063f1881b5dd1c61a633362dee1f292db6e26ae9a029dbebc" args="" -->EAMT_SKINNED</em>&nbsp;</td><td>
<p>generic skinned mesh </p>
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</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_8h_source.html#l00012">12</a> of file <a class="el" href="_i_animated_mesh_8h_source.html">IAnimatedMesh.h</a>.</p>

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<a class="anchor" id="a318162c0a3aad1cf228ed7daddd44801"></a><!-- doxytag: member="irr::scene::E_BONE_ANIMATION_MODE" ref="a318162c0a3aad1cf228ed7daddd44801" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a318162c0a3aad1cf228ed7daddd44801">irr::scene::E_BONE_ANIMATION_MODE</a></td>
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<p>Enumeration for different bone animation modes. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a318162c0a3aad1cf228ed7daddd44801ad26c52974d12b0f95256af5f9ba11bde"></a><!-- doxytag: member="EBAM_AUTOMATIC" ref="a318162c0a3aad1cf228ed7daddd44801ad26c52974d12b0f95256af5f9ba11bde" args="" -->EBAM_AUTOMATIC</em>&nbsp;</td><td>
<p>The bone is usually animated, unless it's parent is not animated. </p>
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<tr><td valign="top"><em><a class="anchor" id="a318162c0a3aad1cf228ed7daddd44801a49f9737e748ea0a6fe7e4a636edcdd1b"></a><!-- doxytag: member="EBAM_ANIMATED" ref="a318162c0a3aad1cf228ed7daddd44801a49f9737e748ea0a6fe7e4a636edcdd1b" args="" -->EBAM_ANIMATED</em>&nbsp;</td><td>
<p>The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward. </p>
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<tr><td valign="top"><em><a class="anchor" id="a318162c0a3aad1cf228ed7daddd44801a5cc55f24b347cbc72b22aff86eb3b18a"></a><!-- doxytag: member="EBAM_UNANIMATED" ref="a318162c0a3aad1cf228ed7daddd44801a5cc55f24b347cbc72b22aff86eb3b18a" args="" -->EBAM_UNANIMATED</em>&nbsp;</td><td>
<p>The bone is not animated by the skin. </p>
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<tr><td valign="top"><em><a class="anchor" id="a318162c0a3aad1cf228ed7daddd44801a44d54a6246d59a7ab11fc0c4c86ee7ab"></a><!-- doxytag: member="EBAM_COUNT" ref="a318162c0a3aad1cf228ed7daddd44801a44d54a6246d59a7ab11fc0c4c86ee7ab" args="" -->EBAM_COUNT</em>&nbsp;</td><td>
<p>Not an animation mode, just here to count the available modes. </p>
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</dd>
</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>

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<a class="anchor" id="a47bfc785c34c953f926c920cd13ba1fb"></a><!-- doxytag: member="irr::scene::E_BONE_SKINNING_SPACE" ref="a47bfc785c34c953f926c920cd13ba1fb" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a47bfc785c34c953f926c920cd13ba1fb">irr::scene::E_BONE_SKINNING_SPACE</a></td>
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<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a47bfc785c34c953f926c920cd13ba1fba024fe7bb628e922486989ca66e294811"></a><!-- doxytag: member="EBSS_LOCAL" ref="a47bfc785c34c953f926c920cd13ba1fba024fe7bb628e922486989ca66e294811" args="" -->EBSS_LOCAL</em>&nbsp;</td><td>
<p>local skinning, standard </p>
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<tr><td valign="top"><em><a class="anchor" id="a47bfc785c34c953f926c920cd13ba1fbad73d241e222b6402d5e2064625d4823b"></a><!-- doxytag: member="EBSS_GLOBAL" ref="a47bfc785c34c953f926c920cd13ba1fbad73d241e222b6402d5e2064625d4823b" args="" -->EBSS_GLOBAL</em>&nbsp;</td><td>
<p>global skinning </p>
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<tr><td valign="top"><em><a class="anchor" id="a47bfc785c34c953f926c920cd13ba1fbad92dab44c392e53ca99dfdd2f0ccf790"></a><!-- doxytag: member="EBSS_COUNT" ref="a47bfc785c34c953f926c920cd13ba1fbad92dab44c392e53ca99dfdd2f0ccf790" args="" -->EBSS_COUNT</em>&nbsp;</td><td>
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</dd>
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<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>

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<a class="anchor" id="a8f59a89ffef0ad8e5b2c2cb874a93e8c"></a><!-- doxytag: member="irr::scene::E_BUFFER_TYPE" ref="a8f59a89ffef0ad8e5b2c2cb874a93e8c" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a8f59a89ffef0ad8e5b2c2cb874a93e8c">irr::scene::E_BUFFER_TYPE</a></td>
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<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a8f59a89ffef0ad8e5b2c2cb874a93e8caee6d32ea2b56461fe8b0706c91b10d86"></a><!-- doxytag: member="EBT_NONE" ref="a8f59a89ffef0ad8e5b2c2cb874a93e8caee6d32ea2b56461fe8b0706c91b10d86" args="" -->EBT_NONE</em>&nbsp;</td><td>
<p>Does not change anything. </p>
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<tr><td valign="top"><em><a class="anchor" id="a8f59a89ffef0ad8e5b2c2cb874a93e8caee6af56d004d0171bdd3f94968be5c9d"></a><!-- doxytag: member="EBT_VERTEX" ref="a8f59a89ffef0ad8e5b2c2cb874a93e8caee6af56d004d0171bdd3f94968be5c9d" args="" -->EBT_VERTEX</em>&nbsp;</td><td>
<p>Change the vertex mapping. </p>
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<tr><td valign="top"><em><a class="anchor" id="a8f59a89ffef0ad8e5b2c2cb874a93e8cac94c9bb193455a5a064f2757eb797bac"></a><!-- doxytag: member="EBT_INDEX" ref="a8f59a89ffef0ad8e5b2c2cb874a93e8cac94c9bb193455a5a064f2757eb797bac" args="" -->EBT_INDEX</em>&nbsp;</td><td>
<p>Change the index mapping. </p>
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<tr><td valign="top"><em><a class="anchor" id="a8f59a89ffef0ad8e5b2c2cb874a93e8ca833624730c30cffccc121fe31aa0832c"></a><!-- doxytag: member="EBT_VERTEX_AND_INDEX" ref="a8f59a89ffef0ad8e5b2c2cb874a93e8ca833624730c30cffccc121fe31aa0832c" args="" -->EBT_VERTEX_AND_INDEX</em>&nbsp;</td><td>
<p>Change both vertex and index mapping to the same value. </p>
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</dd>
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<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>

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<a class="anchor" id="acabb2772476aa3706e65a7dc77fd9cce"></a><!-- doxytag: member="irr::scene::E_CULLING_TYPE" ref="acabb2772476aa3706e65a7dc77fd9cce" args="" -->
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<p>An enumeration for all types of automatic culling for built-in scene nodes. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="acabb2772476aa3706e65a7dc77fd9cceacf8b41fd7d45781cfb2eb7039ba6b09a"></a><!-- doxytag: member="EAC_OFF" ref="acabb2772476aa3706e65a7dc77fd9cceacf8b41fd7d45781cfb2eb7039ba6b09a" args="" -->EAC_OFF</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acabb2772476aa3706e65a7dc77fd9ccea28580fa38fb38096fdf29555d2488ff6"></a><!-- doxytag: member="EAC_BOX" ref="acabb2772476aa3706e65a7dc77fd9ccea28580fa38fb38096fdf29555d2488ff6" args="" -->EAC_BOX</em>&nbsp;</td><td>
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<tr><td valign="top"><em><a class="anchor" id="acabb2772476aa3706e65a7dc77fd9ccea21aafa18a2103c249f1260ea2ba13774"></a><!-- doxytag: member="EAC_FRUSTUM_BOX" ref="acabb2772476aa3706e65a7dc77fd9ccea21aafa18a2103c249f1260ea2ba13774" args="" -->EAC_FRUSTUM_BOX</em>&nbsp;</td><td>
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<tr><td valign="top"><em><a class="anchor" id="acabb2772476aa3706e65a7dc77fd9cceaa43d4737db36d4c34225155ec628e170"></a><!-- doxytag: member="EAC_FRUSTUM_SPHERE" ref="acabb2772476aa3706e65a7dc77fd9cceaa43d4737db36d4c34225155ec628e170" args="" -->EAC_FRUSTUM_SPHERE</em>&nbsp;</td><td>
</td></tr>
</table>
</dd>
</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>

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<a class="anchor" id="a52b664c4c988113735042b168fc32dbe"></a><!-- doxytag: member="irr::scene::E_DEBUG_SCENE_TYPE" ref="a52b664c4c988113735042b168fc32dbe" args="" -->
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<p>An enumeration for all types of debug data for built-in scene nodes (flags). </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc"></a><!-- doxytag: member="EDS_OFF" ref="a52b664c4c988113735042b168fc32dbea25111b15f03bee9a99498737286916dc" args="" -->EDS_OFF</em>&nbsp;</td><td>
<p>No Debug Data ( Default ). </p>
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<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea19e56bb3d3b18134fa63e0529629b427"></a><!-- doxytag: member="EDS_BBOX" ref="a52b664c4c988113735042b168fc32dbea19e56bb3d3b18134fa63e0529629b427" args="" -->EDS_BBOX</em>&nbsp;</td><td>
<p>Show Bounding Boxes of SceneNode. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea2713e470ee18ec9bfe40fdfb502f8b05"></a><!-- doxytag: member="EDS_NORMALS" ref="a52b664c4c988113735042b168fc32dbea2713e470ee18ec9bfe40fdfb502f8b05" args="" -->EDS_NORMALS</em>&nbsp;</td><td>
<p>Show Vertex Normals. </p>
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<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbeaa7664e189b8641ac54cf27f70f6d8144"></a><!-- doxytag: member="EDS_SKELETON" ref="a52b664c4c988113735042b168fc32dbeaa7664e189b8641ac54cf27f70f6d8144" args="" -->EDS_SKELETON</em>&nbsp;</td><td>
<p>Shows Skeleton/Tags. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea349b086537ac770f09935af4e31d3f3e"></a><!-- doxytag: member="EDS_MESH_WIRE_OVERLAY" ref="a52b664c4c988113735042b168fc32dbea349b086537ac770f09935af4e31d3f3e" args="" -->EDS_MESH_WIRE_OVERLAY</em>&nbsp;</td><td>
<p>Overlays Mesh Wireframe. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea1def9e1b7d86e286b07a4b7179e6ed85"></a><!-- doxytag: member="EDS_HALF_TRANSPARENCY" ref="a52b664c4c988113735042b168fc32dbea1def9e1b7d86e286b07a4b7179e6ed85" args="" -->EDS_HALF_TRANSPARENCY</em>&nbsp;</td><td>
<p>Temporary use transparency Material Type. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea0179a3df80ac09143dfffed0bd9e99d1"></a><!-- doxytag: member="EDS_BBOX_BUFFERS" ref="a52b664c4c988113735042b168fc32dbea0179a3df80ac09143dfffed0bd9e99d1" args="" -->EDS_BBOX_BUFFERS</em>&nbsp;</td><td>
<p>Show Bounding Boxes of all MeshBuffers. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea80f38e42f1b8cf169e83f44092367bfe"></a><!-- doxytag: member="EDS_BBOX_ALL" ref="a52b664c4c988113735042b168fc32dbea80f38e42f1b8cf169e83f44092367bfe" args="" -->EDS_BBOX_ALL</em>&nbsp;</td><td>
<p>EDS_BBOX | EDS_BBOX_BUFFERS. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a52b664c4c988113735042b168fc32dbea24ffe5e6e99d589b3c80181e7c7dd4e2"></a><!-- doxytag: member="EDS_FULL" ref="a52b664c4c988113735042b168fc32dbea24ffe5e6e99d589b3c80181e7c7dd4e2" args="" -->EDS_FULL</em>&nbsp;</td><td>
<p>Show all debug infos. </p>
</td></tr>
</table>
</dd>
</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>
<a class="anchor" id="ac7d8ee8d77da75f2580bb9bb17231c27"></a><!-- doxytag: member="irr::scene::E_HARDWARE_MAPPING" ref="ac7d8ee8d77da75f2580bb9bb17231c27" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#ac7d8ee8d77da75f2580bb9bb17231c27">irr::scene::E_HARDWARE_MAPPING</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="ac7d8ee8d77da75f2580bb9bb17231c27a6eaae9a4147dfc68ce11fa12b9ce3c0d"></a><!-- doxytag: member="EHM_NEVER" ref="ac7d8ee8d77da75f2580bb9bb17231c27a6eaae9a4147dfc68ce11fa12b9ce3c0d" args="" -->EHM_NEVER</em>&nbsp;</td><td>
<p>Don't store on the hardware. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac7d8ee8d77da75f2580bb9bb17231c27a52a4dd2fb6fe682da24de33bb59a7cf6"></a><!-- doxytag: member="EHM_STATIC" ref="ac7d8ee8d77da75f2580bb9bb17231c27a52a4dd2fb6fe682da24de33bb59a7cf6" args="" -->EHM_STATIC</em>&nbsp;</td><td>
<p>Rarely changed, usually stored completely on the hardware. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac7d8ee8d77da75f2580bb9bb17231c27a9217fb955cf965a1fd48db5e492921fe"></a><!-- doxytag: member="EHM_DYNAMIC" ref="ac7d8ee8d77da75f2580bb9bb17231c27a9217fb955cf965a1fd48db5e492921fe" args="" -->EHM_DYNAMIC</em>&nbsp;</td><td>
<p>Sometimes changed, driver optimized placement. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac7d8ee8d77da75f2580bb9bb17231c27a7a85a790b8f5fa3432a96f39f5a31e36"></a><!-- doxytag: member="EHM_STREAM" ref="ac7d8ee8d77da75f2580bb9bb17231c27a7a85a790b8f5fa3432a96f39f5a31e36" args="" -->EHM_STREAM</em>&nbsp;</td><td>
<p>Always changed, cache optimizing on the GPU. </p>
</td></tr>
</table>
</dd>
</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>
<a class="anchor" id="a26f30865cf5527e7255a8495e280314c"></a><!-- doxytag: member="irr::scene::E_INTERPOLATION_MODE" ref="a26f30865cf5527e7255a8495e280314c" args="" -->
<div class="memitem">
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a26f30865cf5527e7255a8495e280314c">irr::scene::E_INTERPOLATION_MODE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a26f30865cf5527e7255a8495e280314caba5f84c1ec6dc808bccdef643643fb66"></a><!-- doxytag: member="EIM_CONSTANT" ref="a26f30865cf5527e7255a8495e280314caba5f84c1ec6dc808bccdef643643fb66" args="" -->EIM_CONSTANT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a26f30865cf5527e7255a8495e280314caeb0eee69d713313af0d1223d70da7b46"></a><!-- doxytag: member="EIM_LINEAR" ref="a26f30865cf5527e7255a8495e280314caeb0eee69d713313af0d1223d70da7b46" args="" -->EIM_LINEAR</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a26f30865cf5527e7255a8495e280314ca7c2057a6943b57b8adb3358b3b33bbdf"></a><!-- doxytag: member="EIM_COUNT" ref="a26f30865cf5527e7255a8495e280314ca7c2057a6943b57b8adb3358b3b33bbdf" args="" -->EIM_COUNT</em>&nbsp;</td><td>
<p>count of all available interpolation modes </p>
</td></tr>
</table>
</dd>
</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>
<a class="anchor" id="a4a36461b5fa197ca3c6636c043413fa5"></a><!-- doxytag: member="irr::scene::E_JOINT_UPDATE_ON_RENDER" ref="a4a36461b5fa197ca3c6636c043413fa5" args="" -->
<div class="memitem">
<div class="memproto">
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a4a36461b5fa197ca3c6636c043413fa5">irr::scene::E_JOINT_UPDATE_ON_RENDER</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a4a36461b5fa197ca3c6636c043413fa5a0f5945f06c8d8399203f155b797ce4a9"></a><!-- doxytag: member="EJUOR_NONE" ref="a4a36461b5fa197ca3c6636c043413fa5a0f5945f06c8d8399203f155b797ce4a9" args="" -->EJUOR_NONE</em>&nbsp;</td><td>
<p>do nothing </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a4a36461b5fa197ca3c6636c043413fa5a86ddaa95ce432966c492ecce52e98187"></a><!-- doxytag: member="EJUOR_READ" ref="a4a36461b5fa197ca3c6636c043413fa5a86ddaa95ce432966c492ecce52e98187" args="" -->EJUOR_READ</em>&nbsp;</td><td>
<p>get joints positions from the mesh (for attached nodes, etc) </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a4a36461b5fa197ca3c6636c043413fa5aaebc2a3dd56293692e21792ed59bbc0f"></a><!-- doxytag: member="EJUOR_CONTROL" ref="a4a36461b5fa197ca3c6636c043413fa5aaebc2a3dd56293692e21792ed59bbc0f" args="" -->EJUOR_CONTROL</em>&nbsp;</td><td>
<p>control joint positions in the mesh (eg. ragdolls, or set the animation from animateJoints() ) </p>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_scene_node_8h_source.html#l00015">15</a> of file <a class="el" href="_i_animated_mesh_scene_node_8h_source.html">IAnimatedMeshSceneNode.h</a>.</p>

</div>
</div>
<a class="anchor" id="a9faae6cd9e415a0553cb4cdc190bbc1d"></a><!-- doxytag: member="irr::scene::E_MESH_WRITER_FLAGS" ref="a9faae6cd9e415a0553cb4cdc190bbc1d" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a9faae6cd9e415a0553cb4cdc190bbc1d">irr::scene::E_MESH_WRITER_FLAGS</a></td>
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<div class="memdoc">

<p>flags configuring mesh writing </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a9faae6cd9e415a0553cb4cdc190bbc1daf2dfebddfd0a2cd2b558e23cb6a87464"></a><!-- doxytag: member="EMWF_NONE" ref="a9faae6cd9e415a0553cb4cdc190bbc1daf2dfebddfd0a2cd2b558e23cb6a87464" args="" -->EMWF_NONE</em>&nbsp;</td><td>
<p>no writer flags </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a9faae6cd9e415a0553cb4cdc190bbc1daee23ec8ad339e67c03c424d5adb94a66"></a><!-- doxytag: member="EMWF_WRITE_LIGHTMAPS" ref="a9faae6cd9e415a0553cb4cdc190bbc1daee23ec8ad339e67c03c424d5adb94a66" args="" -->EMWF_WRITE_LIGHTMAPS</em>&nbsp;</td><td>
<p>write lightmap textures out if possible </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a9faae6cd9e415a0553cb4cdc190bbc1dac7c70ee80dc1a33aac68d317cb9c2cb7"></a><!-- doxytag: member="EMWF_WRITE_COMPRESSED" ref="a9faae6cd9e415a0553cb4cdc190bbc1dac7c70ee80dc1a33aac68d317cb9c2cb7" args="" -->EMWF_WRITE_COMPRESSED</em>&nbsp;</td><td>
<p>write in a way that consumes less disk space </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a9faae6cd9e415a0553cb4cdc190bbc1da06511a5df874b2b69a146e0bbcb70309"></a><!-- doxytag: member="EMWF_WRITE_BINARY" ref="a9faae6cd9e415a0553cb4cdc190bbc1da06511a5df874b2b69a146e0bbcb70309" args="" -->EMWF_WRITE_BINARY</em>&nbsp;</td><td>
<p>write in binary format rather than text </p>
</td></tr>
</table>
</dd>
</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>
<a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010b"></a><!-- doxytag: member="irr::scene::E_PARTICLE_AFFECTOR_TYPE" ref="a34c0f9475cfcbda8b50ad816a046010b" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a34c0f9475cfcbda8b50ad816a046010b">irr::scene::E_PARTICLE_AFFECTOR_TYPE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Types of built in particle affectors. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010bac5e1a70b4a2cecc5bf29d35f1e38aac1"></a><!-- doxytag: member="EPAT_NONE" ref="a34c0f9475cfcbda8b50ad816a046010bac5e1a70b4a2cecc5bf29d35f1e38aac1" args="" -->EPAT_NONE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010ba90fb4c0dd7e58e7373b76596060402e1"></a><!-- doxytag: member="EPAT_ATTRACT" ref="a34c0f9475cfcbda8b50ad816a046010ba90fb4c0dd7e58e7373b76596060402e1" args="" -->EPAT_ATTRACT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010baa6b5c24be100f9beeb20a096105149f4"></a><!-- doxytag: member="EPAT_FADE_OUT" ref="a34c0f9475cfcbda8b50ad816a046010baa6b5c24be100f9beeb20a096105149f4" args="" -->EPAT_FADE_OUT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010ba091fb685410e8b2134f7a81ae689ec5e"></a><!-- doxytag: member="EPAT_GRAVITY" ref="a34c0f9475cfcbda8b50ad816a046010ba091fb685410e8b2134f7a81ae689ec5e" args="" -->EPAT_GRAVITY</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010ba25ace022a9e33b02eb1faeb6fa526575"></a><!-- doxytag: member="EPAT_ROTATE" ref="a34c0f9475cfcbda8b50ad816a046010ba25ace022a9e33b02eb1faeb6fa526575" args="" -->EPAT_ROTATE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010ba9241becabb2dc35e6c1a612a454433de"></a><!-- doxytag: member="EPAT_SCALE" ref="a34c0f9475cfcbda8b50ad816a046010ba9241becabb2dc35e6c1a612a454433de" args="" -->EPAT_SCALE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a34c0f9475cfcbda8b50ad816a046010ba3decef25f1986898147a12b259ed8573"></a><!-- doxytag: member="EPAT_COUNT" ref="a34c0f9475cfcbda8b50ad816a046010ba3decef25f1986898147a12b259ed8573" args="" -->EPAT_COUNT</em>&nbsp;</td><td>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_particle_affector_8h_source.html#l00013">13</a> of file <a class="el" href="_i_particle_affector_8h_source.html">IParticleAffector.h</a>.</p>

</div>
</div>
<a class="anchor" id="a3e251a881c886884a78adea2e546272b"></a><!-- doxytag: member="irr::scene::E_PARTICLE_EMITTER_TYPE" ref="a3e251a881c886884a78adea2e546272b" args="" -->
<div class="memitem">
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a3e251a881c886884a78adea2e546272b">irr::scene::E_PARTICLE_EMITTER_TYPE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Types of built in particle emitters. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272bafc201018448a1f3d89151f22c33c53c3"></a><!-- doxytag: member="EPET_POINT" ref="a3e251a881c886884a78adea2e546272bafc201018448a1f3d89151f22c33c53c3" args="" -->EPET_POINT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272ba448cfefed583b0d3248414c8fb5a2e80"></a><!-- doxytag: member="EPET_ANIMATED_MESH" ref="a3e251a881c886884a78adea2e546272ba448cfefed583b0d3248414c8fb5a2e80" args="" -->EPET_ANIMATED_MESH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272baa97953394f59cabeea2c2dda9938d745"></a><!-- doxytag: member="EPET_BOX" ref="a3e251a881c886884a78adea2e546272baa97953394f59cabeea2c2dda9938d745" args="" -->EPET_BOX</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272baa466f9d78fa14ace831342ebb76ad9e6"></a><!-- doxytag: member="EPET_CYLINDER" ref="a3e251a881c886884a78adea2e546272baa466f9d78fa14ace831342ebb76ad9e6" args="" -->EPET_CYLINDER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272ba5b78b795480a2f86f3ebe176e39da883"></a><!-- doxytag: member="EPET_MESH" ref="a3e251a881c886884a78adea2e546272ba5b78b795480a2f86f3ebe176e39da883" args="" -->EPET_MESH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272bae71cfa584d0b54671ba70bfd8dff8256"></a><!-- doxytag: member="EPET_RING" ref="a3e251a881c886884a78adea2e546272bae71cfa584d0b54671ba70bfd8dff8256" args="" -->EPET_RING</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272ba0d46a5e3b07f6c8a4ebbdd6e9022dbf9"></a><!-- doxytag: member="EPET_SPHERE" ref="a3e251a881c886884a78adea2e546272ba0d46a5e3b07f6c8a4ebbdd6e9022dbf9" args="" -->EPET_SPHERE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a3e251a881c886884a78adea2e546272bac8b95f0033334e772ff03434b099fb38"></a><!-- doxytag: member="EPET_COUNT" ref="a3e251a881c886884a78adea2e546272bac8b95f0033334e772ff03434b099fb38" args="" -->EPET_COUNT</em>&nbsp;</td><td>
</td></tr>
</table>
</dd>
</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>

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</div>
<a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dc"></a><!-- doxytag: member="irr::scene::E_PRIMITIVE_TYPE" ref="a5d7de82f2169761194b2f44d95cdc1dc" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a5d7de82f2169761194b2f44d95cdc1dc">irr::scene::E_PRIMITIVE_TYPE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Enumeration for all primitive types there are. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca180689eadf794441c2c2dcd87462e203"></a><!-- doxytag: member="EPT_POINTS" ref="a5d7de82f2169761194b2f44d95cdc1dca180689eadf794441c2c2dcd87462e203" args="" -->EPT_POINTS</em>&nbsp;</td><td>
<p>All vertices are non-connected points. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca5e391340a0edd5f94b7e2a977637215c"></a><!-- doxytag: member="EPT_LINE_STRIP" ref="a5d7de82f2169761194b2f44d95cdc1dca5e391340a0edd5f94b7e2a977637215c" args="" -->EPT_LINE_STRIP</em>&nbsp;</td><td>
<p>All vertices form a single connected line. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dcaf54da57a43051cfc6e95185b38e86625"></a><!-- doxytag: member="EPT_LINE_LOOP" ref="a5d7de82f2169761194b2f44d95cdc1dcaf54da57a43051cfc6e95185b38e86625" args="" -->EPT_LINE_LOOP</em>&nbsp;</td><td>
<p>Just as LINE_STRIP, but the last and the first vertex is also connected. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca1227c9648d4d9d7449ca1f959740b92b"></a><!-- doxytag: member="EPT_LINES" ref="a5d7de82f2169761194b2f44d95cdc1dca1227c9648d4d9d7449ca1f959740b92b" args="" -->EPT_LINES</em>&nbsp;</td><td>
<p>Every two vertices are connected creating n/2 lines. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40"></a><!-- doxytag: member="EPT_TRIANGLE_STRIP" ref="a5d7de82f2169761194b2f44d95cdc1dcaef19e8b586de395af81c8cd9851a1b40" args="" -->EPT_TRIANGLE_STRIP</em>&nbsp;</td><td>
<p>After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca7646edca10a2b18da4c0fd49cc8f11e4"></a><!-- doxytag: member="EPT_TRIANGLE_FAN" ref="a5d7de82f2169761194b2f44d95cdc1dca7646edca10a2b18da4c0fd49cc8f11e4" args="" -->EPT_TRIANGLE_FAN</em>&nbsp;</td><td>
<p>After the first two vertices each vertex defines a new triangle. All around the common first vertex. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581"></a><!-- doxytag: member="EPT_TRIANGLES" ref="a5d7de82f2169761194b2f44d95cdc1dca237fc76e4b259febd27b4b84066ca581" args="" -->EPT_TRIANGLES</em>&nbsp;</td><td>
<p>Explicitly set all vertices for each triangle. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca534dcefd6a3db8c0d30e9af6e14b7800"></a><!-- doxytag: member="EPT_QUAD_STRIP" ref="a5d7de82f2169761194b2f44d95cdc1dca534dcefd6a3db8c0d30e9af6e14b7800" args="" -->EPT_QUAD_STRIP</em>&nbsp;</td><td>
<p>After the first two vertices each further tw vetices create a quad with the preceding two. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dca727ed6957405bfa168dbdb910f0eb0da"></a><!-- doxytag: member="EPT_QUADS" ref="a5d7de82f2169761194b2f44d95cdc1dca727ed6957405bfa168dbdb910f0eb0da" args="" -->EPT_QUADS</em>&nbsp;</td><td>
<p>Every four vertices create a quad. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dcac8a1de1f2ebd41892e66f833e42bb260"></a><!-- doxytag: member="EPT_POLYGON" ref="a5d7de82f2169761194b2f44d95cdc1dcac8a1de1f2ebd41892e66f833e42bb260" args="" -->EPT_POLYGON</em>&nbsp;</td><td>
<p>Just as LINE_LOOP, but filled. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a5d7de82f2169761194b2f44d95cdc1dcaf2708b13ed29bcc856624e9222755ef7"></a><!-- doxytag: member="EPT_POINT_SPRITES" ref="a5d7de82f2169761194b2f44d95cdc1dcaf2708b13ed29bcc856624e9222755ef7" args="" -->EPT_POINT_SPRITES</em>&nbsp;</td><td>
<p>The single vertices are expanded to quad billboards on the GPU. </p>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_e_primitive_types_8h_source.html#l00014">14</a> of file <a class="el" href="_e_primitive_types_8h_source.html">EPrimitiveTypes.h</a>.</p>

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<a class="anchor" id="a7862269bd1abc123929d4dbb8200d67f"></a><!-- doxytag: member="irr::scene::E_SCENE_NODE_RENDER_PASS" ref="a7862269bd1abc123929d4dbb8200d67f" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a7862269bd1abc123929d4dbb8200d67f">irr::scene::E_SCENE_NODE_RENDER_PASS</a></td>
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<div class="memdoc">

<p>Enumeration for render passes. </p>
<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. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fa1f79a46e7a41716dcae5c8dfe8d310bb"></a><!-- doxytag: member="ESNRP_NONE" ref="a7862269bd1abc123929d4dbb8200d67fa1f79a46e7a41716dcae5c8dfe8d310bb" args="" -->ESNRP_NONE</em>&nbsp;</td><td>
<p>No pass currently active. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fa26f6af7911240e22003f327aef126053"></a><!-- doxytag: member="ESNRP_CAMERA" ref="a7862269bd1abc123929d4dbb8200d67fa26f6af7911240e22003f327aef126053" args="" -->ESNRP_CAMERA</em>&nbsp;</td><td>
<p>Camera pass. The active view is set up here. The very first pass. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fa1390daf021e4354eb3dc8d5d46fb7dc0"></a><!-- doxytag: member="ESNRP_LIGHT" ref="a7862269bd1abc123929d4dbb8200d67fa1390daf021e4354eb3dc8d5d46fb7dc0" args="" -->ESNRP_LIGHT</em>&nbsp;</td><td>
<p>In this pass, lights are transformed into camera space and added to the driver. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fac41f4cb4900e84b9e55462089d0e3cb8"></a><!-- doxytag: member="ESNRP_SKY_BOX" ref="a7862269bd1abc123929d4dbb8200d67fac41f4cb4900e84b9e55462089d0e3cb8" args="" -->ESNRP_SKY_BOX</em>&nbsp;</td><td>
<p>This is used for sky boxes. </p>
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<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fa5ceee6e4bc2fab42c663b32018e276e8"></a><!-- doxytag: member="ESNRP_AUTOMATIC" ref="a7862269bd1abc123929d4dbb8200d67fa5ceee6e4bc2fab42c663b32018e276e8" args="" -->ESNRP_AUTOMATIC</em>&nbsp;</td><td>
<p>All normal objects can use this for registering themselves. </p>
<p>This value will never be returned by <a class="el" href="classirr_1_1scene_1_1_i_scene_manager.html#a2b8f844a1367d80648bc055a5639807b" title="Get current render pass.">ISceneManager::getSceneNodeRenderPass()</a>. 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. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fad058b020ab42ad745cc03fe379148e1f"></a><!-- doxytag: member="ESNRP_SOLID" ref="a7862269bd1abc123929d4dbb8200d67fad058b020ab42ad745cc03fe379148e1f" args="" -->ESNRP_SOLID</em>&nbsp;</td><td>
<p>Solid scene nodes or special scene nodes without materials. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fad3a1300505d0ab06133e25256b893b2b"></a><!-- doxytag: member="ESNRP_TRANSPARENT" ref="a7862269bd1abc123929d4dbb8200d67fad3a1300505d0ab06133e25256b893b2b" args="" -->ESNRP_TRANSPARENT</em>&nbsp;</td><td>
<p>Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fa3d134d3f703e328ab5798e5ff4a5c186"></a><!-- doxytag: member="ESNRP_TRANSPARENT_EFFECT" ref="a7862269bd1abc123929d4dbb8200d67fa3d134d3f703e328ab5798e5ff4a5c186" args="" -->ESNRP_TRANSPARENT_EFFECT</em>&nbsp;</td><td>
<p>Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a7862269bd1abc123929d4dbb8200d67fadbc7353e3092974abaa4d063faa22421"></a><!-- doxytag: member="ESNRP_SHADOW" ref="a7862269bd1abc123929d4dbb8200d67fadbc7353e3092974abaa4d063faa22421" args="" -->ESNRP_SHADOW</em>&nbsp;</td><td>
<p>Drawn after the transparent nodes, the time for drawing shadow volumes. </p>
</td></tr>
</table>
</dd>
</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>

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<a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044"></a><!-- doxytag: member="irr::scene::E_TERRAIN_PATCH_SIZE" ref="a6de1eb2d024f82b5b1af499d61523044" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a6de1eb2d024f82b5b1af499d61523044">irr::scene::E_TERRAIN_PATCH_SIZE</a></td>
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<p>enumeration for patch sizes specifying the size of patches in the TerrainSceneNode </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044a94031c5146d368e0f634487093b5ae16"></a><!-- doxytag: member="ETPS_9" ref="a6de1eb2d024f82b5b1af499d61523044a94031c5146d368e0f634487093b5ae16" args="" -->ETPS_9</em>&nbsp;</td><td>
<p>patch size of 9, at most, use 4 levels of detail with this patch size. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044abe94d6195f435b8e08a38269e63af72e"></a><!-- doxytag: member="ETPS_17" ref="a6de1eb2d024f82b5b1af499d61523044abe94d6195f435b8e08a38269e63af72e" args="" -->ETPS_17</em>&nbsp;</td><td>
<p>patch size of 17, at most, use 5 levels of detail with this patch size. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044adcad925a0a6f39b889909450a4b5b35c"></a><!-- doxytag: member="ETPS_33" ref="a6de1eb2d024f82b5b1af499d61523044adcad925a0a6f39b889909450a4b5b35c" args="" -->ETPS_33</em>&nbsp;</td><td>
<p>patch size of 33, at most, use 6 levels of detail with this patch size. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044aedfd2b84fad4913885601a09ab3b7f91"></a><!-- doxytag: member="ETPS_65" ref="a6de1eb2d024f82b5b1af499d61523044aedfd2b84fad4913885601a09ab3b7f91" args="" -->ETPS_65</em>&nbsp;</td><td>
<p>patch size of 65, at most, use 7 levels of detail with this patch size. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a6de1eb2d024f82b5b1af499d61523044af34ae7ee14ebe5bdd1e939afd3f17427"></a><!-- doxytag: member="ETPS_129" ref="a6de1eb2d024f82b5b1af499d61523044af34ae7ee14ebe5bdd1e939afd3f17427" args="" -->ETPS_129</em>&nbsp;</td><td>
<p>patch size of 129, at most, use 8 levels of detail with this patch size. </p>
</td></tr>
</table>
</dd>
</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>

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<a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19"></a><!-- doxytag: member="irr::scene::EMD2_ANIMATION_TYPE" ref="a08d4a84966e1d2886d0d57e4acbb4f19" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a08d4a84966e1d2886d0d57e4acbb4f19">irr::scene::EMD2_ANIMATION_TYPE</a></td>
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<p>Types of standard md2 animations. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a35893ae58423c41dace23ad13e262e2c"></a><!-- doxytag: member="EMAT_STAND" ref="a08d4a84966e1d2886d0d57e4acbb4f19a35893ae58423c41dace23ad13e262e2c" args="" -->EMAT_STAND</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19af240ef944e6e257ec369f87053c756e8"></a><!-- doxytag: member="EMAT_RUN" ref="a08d4a84966e1d2886d0d57e4acbb4f19af240ef944e6e257ec369f87053c756e8" args="" -->EMAT_RUN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a2ff847d13f50b9ade089808df381bc42"></a><!-- doxytag: member="EMAT_ATTACK" ref="a08d4a84966e1d2886d0d57e4acbb4f19a2ff847d13f50b9ade089808df381bc42" args="" -->EMAT_ATTACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a7ef3070606abf1d6529512a0540a376d"></a><!-- doxytag: member="EMAT_PAIN_A" ref="a08d4a84966e1d2886d0d57e4acbb4f19a7ef3070606abf1d6529512a0540a376d" args="" -->EMAT_PAIN_A</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a17fe910179f2ceb045b6c865421add5e"></a><!-- doxytag: member="EMAT_PAIN_B" ref="a08d4a84966e1d2886d0d57e4acbb4f19a17fe910179f2ceb045b6c865421add5e" args="" -->EMAT_PAIN_B</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a5e80f8bb897b8d5001a9741d60a34ae5"></a><!-- doxytag: member="EMAT_PAIN_C" ref="a08d4a84966e1d2886d0d57e4acbb4f19a5e80f8bb897b8d5001a9741d60a34ae5" args="" -->EMAT_PAIN_C</em>&nbsp;</td><td>
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<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ae405ebd94a9595eb0e5444eab4157aee"></a><!-- doxytag: member="EMAT_JUMP" ref="a08d4a84966e1d2886d0d57e4acbb4f19ae405ebd94a9595eb0e5444eab4157aee" args="" -->EMAT_JUMP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a42b8468a0cb84cc5f9a3433618ac85c2"></a><!-- doxytag: member="EMAT_FLIP" ref="a08d4a84966e1d2886d0d57e4acbb4f19a42b8468a0cb84cc5f9a3433618ac85c2" args="" -->EMAT_FLIP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ab193197927cc2408970e3039e6457309"></a><!-- doxytag: member="EMAT_SALUTE" ref="a08d4a84966e1d2886d0d57e4acbb4f19ab193197927cc2408970e3039e6457309" args="" -->EMAT_SALUTE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ab964cb1e2ac0ecdbd3ac30b58dfe717f"></a><!-- doxytag: member="EMAT_FALLBACK" ref="a08d4a84966e1d2886d0d57e4acbb4f19ab964cb1e2ac0ecdbd3ac30b58dfe717f" args="" -->EMAT_FALLBACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a0de1308a8a0535299fa09df80ddc0338"></a><!-- doxytag: member="EMAT_WAVE" ref="a08d4a84966e1d2886d0d57e4acbb4f19a0de1308a8a0535299fa09df80ddc0338" args="" -->EMAT_WAVE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19aac114a5c69f38d4f943145dd98929d95"></a><!-- doxytag: member="EMAT_POINT" ref="a08d4a84966e1d2886d0d57e4acbb4f19aac114a5c69f38d4f943145dd98929d95" args="" -->EMAT_POINT</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a09269e097ca6a8ccd9052c06215d868c"></a><!-- doxytag: member="EMAT_CROUCH_STAND" ref="a08d4a84966e1d2886d0d57e4acbb4f19a09269e097ca6a8ccd9052c06215d868c" args="" -->EMAT_CROUCH_STAND</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a44aaa40b529734cc6e7025aed07be14b"></a><!-- doxytag: member="EMAT_CROUCH_WALK" ref="a08d4a84966e1d2886d0d57e4acbb4f19a44aaa40b529734cc6e7025aed07be14b" args="" -->EMAT_CROUCH_WALK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19abfd3904fd08ebb548970b386fb075696"></a><!-- doxytag: member="EMAT_CROUCH_ATTACK" ref="a08d4a84966e1d2886d0d57e4acbb4f19abfd3904fd08ebb548970b386fb075696" args="" -->EMAT_CROUCH_ATTACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a461dbf65f5adde2d661bd514a7fd5c5a"></a><!-- doxytag: member="EMAT_CROUCH_PAIN" ref="a08d4a84966e1d2886d0d57e4acbb4f19a461dbf65f5adde2d661bd514a7fd5c5a" args="" -->EMAT_CROUCH_PAIN</em>&nbsp;</td><td>
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<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a2161f76bef818fde2619b74030ec86f0"></a><!-- doxytag: member="EMAT_CROUCH_DEATH" ref="a08d4a84966e1d2886d0d57e4acbb4f19a2161f76bef818fde2619b74030ec86f0" args="" -->EMAT_CROUCH_DEATH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ac8c0d550c589fc801e9d24b87e3a489e"></a><!-- doxytag: member="EMAT_DEATH_FALLBACK" ref="a08d4a84966e1d2886d0d57e4acbb4f19ac8c0d550c589fc801e9d24b87e3a489e" args="" -->EMAT_DEATH_FALLBACK</em>&nbsp;</td><td>
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<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ab517f9cd7ef27068fa07c11cc6838949"></a><!-- doxytag: member="EMAT_DEATH_FALLFORWARD" ref="a08d4a84966e1d2886d0d57e4acbb4f19ab517f9cd7ef27068fa07c11cc6838949" args="" -->EMAT_DEATH_FALLFORWARD</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ab25089817a141836f340f61ad1851b13"></a><!-- doxytag: member="EMAT_DEATH_FALLBACKSLOW" ref="a08d4a84966e1d2886d0d57e4acbb4f19ab25089817a141836f340f61ad1851b13" args="" -->EMAT_DEATH_FALLBACKSLOW</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19ab5a8ac059e08214f4a233afe0322da87"></a><!-- doxytag: member="EMAT_BOOM" ref="a08d4a84966e1d2886d0d57e4acbb4f19ab5a8ac059e08214f4a233afe0322da87" args="" -->EMAT_BOOM</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a08d4a84966e1d2886d0d57e4acbb4f19a5fab9bcda993dba3607011f09f1b7c81"></a><!-- doxytag: member="EMAT_COUNT" ref="a08d4a84966e1d2886d0d57e4acbb4f19a5fab9bcda993dba3607011f09f1b7c81" args="" -->EMAT_COUNT</em>&nbsp;</td><td>
<p>Not an animation, but amount of animation types. </p>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d2_8h_source.html#l00012">12</a> of file <a class="el" href="_i_animated_mesh_m_d2_8h_source.html">IAnimatedMeshMD2.h</a>.</p>

</div>
</div>
<a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3"></a><!-- doxytag: member="irr::scene::EMD3_ANIMATION_TYPE" ref="ac15a7915ea13336cdc38f1073888fcd3" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#ac15a7915ea13336cdc38f1073888fcd3">irr::scene::EMD3_ANIMATION_TYPE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>Animation list. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3aea2a3f484bf90bdbd15062c6bf078ee8"></a><!-- doxytag: member="EMD3_BOTH_DEATH_1" ref="ac15a7915ea13336cdc38f1073888fcd3aea2a3f484bf90bdbd15062c6bf078ee8" args="" -->EMD3_BOTH_DEATH_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a5715888218e5d4b683155b982e48063e"></a><!-- doxytag: member="EMD3_BOTH_DEAD_1" ref="ac15a7915ea13336cdc38f1073888fcd3a5715888218e5d4b683155b982e48063e" args="" -->EMD3_BOTH_DEAD_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3aa80262786b9b4584691f364c0147e5f0"></a><!-- doxytag: member="EMD3_BOTH_DEATH_2" ref="ac15a7915ea13336cdc38f1073888fcd3aa80262786b9b4584691f364c0147e5f0" args="" -->EMD3_BOTH_DEATH_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a4b84ae0886caa53bd170f1314b53932d"></a><!-- doxytag: member="EMD3_BOTH_DEAD_2" ref="ac15a7915ea13336cdc38f1073888fcd3a4b84ae0886caa53bd170f1314b53932d" args="" -->EMD3_BOTH_DEAD_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3aa3389d681b14944d1d47de34332df5f9"></a><!-- doxytag: member="EMD3_BOTH_DEATH_3" ref="ac15a7915ea13336cdc38f1073888fcd3aa3389d681b14944d1d47de34332df5f9" args="" -->EMD3_BOTH_DEATH_3</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a06af8504d0a93bdc0c5e90b674405bdb"></a><!-- doxytag: member="EMD3_BOTH_DEAD_3" ref="ac15a7915ea13336cdc38f1073888fcd3a06af8504d0a93bdc0c5e90b674405bdb" args="" -->EMD3_BOTH_DEAD_3</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3af0d8fa0f224a5abd5e59d0830c30dd55"></a><!-- doxytag: member="EMD3_TORSO_GESTURE" ref="ac15a7915ea13336cdc38f1073888fcd3af0d8fa0f224a5abd5e59d0830c30dd55" args="" -->EMD3_TORSO_GESTURE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a3cac7b5a0a450d4b9870b881990e3fa3"></a><!-- doxytag: member="EMD3_TORSO_ATTACK_1" ref="ac15a7915ea13336cdc38f1073888fcd3a3cac7b5a0a450d4b9870b881990e3fa3" args="" -->EMD3_TORSO_ATTACK_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3ae76041acf2f0905b1501eabf0dff97af"></a><!-- doxytag: member="EMD3_TORSO_ATTACK_2" ref="ac15a7915ea13336cdc38f1073888fcd3ae76041acf2f0905b1501eabf0dff97af" args="" -->EMD3_TORSO_ATTACK_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a598cc2a053eef5d9a094cec8a73d3af9"></a><!-- doxytag: member="EMD3_TORSO_DROP" ref="ac15a7915ea13336cdc38f1073888fcd3a598cc2a053eef5d9a094cec8a73d3af9" args="" -->EMD3_TORSO_DROP</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3ac31416567a53f0c831205268331e014d"></a><!-- doxytag: member="EMD3_TORSO_RAISE" ref="ac15a7915ea13336cdc38f1073888fcd3ac31416567a53f0c831205268331e014d" args="" -->EMD3_TORSO_RAISE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3abbc46d060dd1f7248d08064feace53a5"></a><!-- doxytag: member="EMD3_TORSO_STAND_1" ref="ac15a7915ea13336cdc38f1073888fcd3abbc46d060dd1f7248d08064feace53a5" args="" -->EMD3_TORSO_STAND_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3ac674330d53ed3b2d45053183c62aba10"></a><!-- doxytag: member="EMD3_TORSO_STAND_2" ref="ac15a7915ea13336cdc38f1073888fcd3ac674330d53ed3b2d45053183c62aba10" args="" -->EMD3_TORSO_STAND_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3abba0faa0b18d5ee1e27a2414a286d905"></a><!-- doxytag: member="EMD3_LEGS_WALK_CROUCH" ref="ac15a7915ea13336cdc38f1073888fcd3abba0faa0b18d5ee1e27a2414a286d905" args="" -->EMD3_LEGS_WALK_CROUCH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a564e4b40b5067c51fd8eebc9f72f947f"></a><!-- doxytag: member="EMD3_LEGS_WALK" ref="ac15a7915ea13336cdc38f1073888fcd3a564e4b40b5067c51fd8eebc9f72f947f" args="" -->EMD3_LEGS_WALK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a657330b22d1843fd5b78d7805c36b606"></a><!-- doxytag: member="EMD3_LEGS_RUN" ref="ac15a7915ea13336cdc38f1073888fcd3a657330b22d1843fd5b78d7805c36b606" args="" -->EMD3_LEGS_RUN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a79839fec176c5fad4410cd2e108736d7"></a><!-- doxytag: member="EMD3_LEGS_BACK" ref="ac15a7915ea13336cdc38f1073888fcd3a79839fec176c5fad4410cd2e108736d7" args="" -->EMD3_LEGS_BACK</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3aae8bbb6fe2f686ca8ff41223b3e26a6f"></a><!-- doxytag: member="EMD3_LEGS_SWIM" ref="ac15a7915ea13336cdc38f1073888fcd3aae8bbb6fe2f686ca8ff41223b3e26a6f" args="" -->EMD3_LEGS_SWIM</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3aa2623f61b863c78fdba0cd4231fdd78e"></a><!-- doxytag: member="EMD3_LEGS_JUMP_1" ref="ac15a7915ea13336cdc38f1073888fcd3aa2623f61b863c78fdba0cd4231fdd78e" args="" -->EMD3_LEGS_JUMP_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a5d561e48b8510a7839738760ba299145"></a><!-- doxytag: member="EMD3_LEGS_LAND_1" ref="ac15a7915ea13336cdc38f1073888fcd3a5d561e48b8510a7839738760ba299145" args="" -->EMD3_LEGS_LAND_1</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a5d47ba16620e91b67449b2cc1cd56cf9"></a><!-- doxytag: member="EMD3_LEGS_JUMP_2" ref="ac15a7915ea13336cdc38f1073888fcd3a5d47ba16620e91b67449b2cc1cd56cf9" args="" -->EMD3_LEGS_JUMP_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a6212569186f5f833fa919141079b55d4"></a><!-- doxytag: member="EMD3_LEGS_LAND_2" ref="ac15a7915ea13336cdc38f1073888fcd3a6212569186f5f833fa919141079b55d4" args="" -->EMD3_LEGS_LAND_2</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a8b907b79463323610ea63357157393dc"></a><!-- doxytag: member="EMD3_LEGS_IDLE" ref="ac15a7915ea13336cdc38f1073888fcd3a8b907b79463323610ea63357157393dc" args="" -->EMD3_LEGS_IDLE</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a55ee1d4bbaaaead8cdc59d19bee3a009"></a><!-- doxytag: member="EMD3_LEGS_IDLE_CROUCH" ref="ac15a7915ea13336cdc38f1073888fcd3a55ee1d4bbaaaead8cdc59d19bee3a009" args="" -->EMD3_LEGS_IDLE_CROUCH</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3ada3d3b742eee02b2a30f8077dadde0ab"></a><!-- doxytag: member="EMD3_LEGS_TURN" ref="ac15a7915ea13336cdc38f1073888fcd3ada3d3b742eee02b2a30f8077dadde0ab" args="" -->EMD3_LEGS_TURN</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ac15a7915ea13336cdc38f1073888fcd3a3a9b1ea6dbd3f7a93f66e124496fb6fc"></a><!-- doxytag: member="EMD3_ANIMATION_COUNT" ref="ac15a7915ea13336cdc38f1073888fcd3a3a9b1ea6dbd3f7a93f66e124496fb6fc" args="" -->EMD3_ANIMATION_COUNT</em>&nbsp;</td><td>
<p>Not an animation, but amount of animation types. </p>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d3_8h_source.html#l00023">23</a> of file <a class="el" href="_i_animated_mesh_m_d3_8h_source.html">IAnimatedMeshMD3.h</a>.</p>

</div>
</div>
<a class="anchor" id="ade695626d88f3639c3632a0c47389f29"></a><!-- doxytag: member="irr::scene::eMD3Models" ref="ade695626d88f3639c3632a0c47389f29" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#ade695626d88f3639c3632a0c47389f29">irr::scene::eMD3Models</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="ade695626d88f3639c3632a0c47389f29a741d6ffd5463f56e54868b5927673df8"></a><!-- doxytag: member="EMD3_HEAD" ref="ade695626d88f3639c3632a0c47389f29a741d6ffd5463f56e54868b5927673df8" args="" -->EMD3_HEAD</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ade695626d88f3639c3632a0c47389f29a9a3073723f767bfea13f1d9f29272746"></a><!-- doxytag: member="EMD3_UPPER" ref="ade695626d88f3639c3632a0c47389f29a9a3073723f767bfea13f1d9f29272746" args="" -->EMD3_UPPER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ade695626d88f3639c3632a0c47389f29ad266a9d57ba0895dd9032f0fea066508"></a><!-- doxytag: member="EMD3_LOWER" ref="ade695626d88f3639c3632a0c47389f29ad266a9d57ba0895dd9032f0fea066508" args="" -->EMD3_LOWER</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ade695626d88f3639c3632a0c47389f29a6404a8c5fcd65ef4ae7eeae5e90207dc"></a><!-- doxytag: member="EMD3_WEAPON" ref="ade695626d88f3639c3632a0c47389f29a6404a8c5fcd65ef4ae7eeae5e90207dc" args="" -->EMD3_WEAPON</em>&nbsp;</td><td>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="ade695626d88f3639c3632a0c47389f29a522b4a637da7d32e380667b780d7d56a"></a><!-- doxytag: member="EMD3_NUMMODELS" ref="ade695626d88f3639c3632a0c47389f29a522b4a637da7d32e380667b780d7d56a" args="" -->EMD3_NUMMODELS</em>&nbsp;</td><td>
</td></tr>
</table>
</dd>
</dl>

<p>Definition at line <a class="el" href="_i_animated_mesh_m_d3_8h_source.html#l00013">13</a> of file <a class="el" href="_i_animated_mesh_m_d3_8h_source.html">IAnimatedMeshMD3.h</a>.</p>

</div>
</div>
<a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4e"></a><!-- doxytag: member="irr::scene::EMESH_WRITER_TYPE" ref="a431fa15741518ba15f6d5f2608b6cb4e" args="" -->
<div class="memitem">
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      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a431fa15741518ba15f6d5f2608b6cb4e">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>
<p>A scene 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. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4ea8f16d471fc5466a61e71c14158e7be3e"></a><!-- doxytag: member="EMWT_IRR_MESH" ref="a431fa15741518ba15f6d5f2608b6cb4ea8f16d471fc5466a61e71c14158e7be3e" args="" -->EMWT_IRR_MESH</em>&nbsp;</td><td>
<p>Irrlicht native mesh writer, for static .irrmesh files. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4eab64eaf09eb12d2361e67066b86529ba8"></a><!-- doxytag: member="EMWT_COLLADA" ref="a431fa15741518ba15f6d5f2608b6cb4eab64eaf09eb12d2361e67066b86529ba8" args="" -->EMWT_COLLADA</em>&nbsp;</td><td>
<p>COLLADA mesh writer for .dae and .xml files. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4ea8608bd1e505d53e6cc2e7c477b31d8a1"></a><!-- doxytag: member="EMWT_STL" ref="a431fa15741518ba15f6d5f2608b6cb4ea8608bd1e505d53e6cc2e7c477b31d8a1" args="" -->EMWT_STL</em>&nbsp;</td><td>
<p>STL mesh writer for .stl files. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4eae22b9ef8ea7befd1368d7b90bbe12992"></a><!-- doxytag: member="EMWT_OBJ" ref="a431fa15741518ba15f6d5f2608b6cb4eae22b9ef8ea7befd1368d7b90bbe12992" args="" -->EMWT_OBJ</em>&nbsp;</td><td>
<p>OBJ mesh writer for .obj files. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a431fa15741518ba15f6d5f2608b6cb4ead00c87763ef520a5115e9920968c0108"></a><!-- doxytag: member="EMWT_PLY" ref="a431fa15741518ba15f6d5f2608b6cb4ead00c87763ef520a5115e9920968c0108" args="" -->EMWT_PLY</em>&nbsp;</td><td>
<p>PLY mesh writer for .ply files. </p>
</td></tr>
</table>
</dd>
</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>
<a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19"></a><!-- doxytag: member="irr::scene::ESCENE_NODE_ANIMATOR_TYPE" ref="a327a1e43872705cf8f3f3342fb307d19" args="" -->
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#a327a1e43872705cf8f3f3342fb307d19">irr::scene::ESCENE_NODE_ANIMATOR_TYPE</a></td>
        </tr>
      </table>
</div>
<div class="memdoc">

<p>An enumeration for all types of built-in scene node animators. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19add5f15ecd6c0209d4e3d81a287ae9a66"></a><!-- doxytag: member="ESNAT_FLY_CIRCLE" ref="a327a1e43872705cf8f3f3342fb307d19add5f15ecd6c0209d4e3d81a287ae9a66" args="" -->ESNAT_FLY_CIRCLE</em>&nbsp;</td><td>
<p>Fly circle scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19af71dad2be8d964a88329d2727fb53b74"></a><!-- doxytag: member="ESNAT_FLY_STRAIGHT" ref="a327a1e43872705cf8f3f3342fb307d19af71dad2be8d964a88329d2727fb53b74" args="" -->ESNAT_FLY_STRAIGHT</em>&nbsp;</td><td>
<p>Fly straight scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19addc7e3bb5180f7087546ccab14dcc4ad"></a><!-- doxytag: member="ESNAT_FOLLOW_SPLINE" ref="a327a1e43872705cf8f3f3342fb307d19addc7e3bb5180f7087546ccab14dcc4ad" args="" -->ESNAT_FOLLOW_SPLINE</em>&nbsp;</td><td>
<p>Follow spline scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19a689aa5051e83b7f61a7abba85eb1be52"></a><!-- doxytag: member="ESNAT_ROTATION" ref="a327a1e43872705cf8f3f3342fb307d19a689aa5051e83b7f61a7abba85eb1be52" args="" -->ESNAT_ROTATION</em>&nbsp;</td><td>
<p>Rotation scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19a2f3e75035fbb3227189a0a3d8bcda993"></a><!-- doxytag: member="ESNAT_TEXTURE" ref="a327a1e43872705cf8f3f3342fb307d19a2f3e75035fbb3227189a0a3d8bcda993" args="" -->ESNAT_TEXTURE</em>&nbsp;</td><td>
<p>Texture scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19abbafee6e6a120e26a6e1ed6bd3cbdc86"></a><!-- doxytag: member="ESNAT_DELETION" ref="a327a1e43872705cf8f3f3342fb307d19abbafee6e6a120e26a6e1ed6bd3cbdc86" args="" -->ESNAT_DELETION</em>&nbsp;</td><td>
<p>Deletion scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19af5889b6449faa50d3fabd005d4493490"></a><!-- doxytag: member="ESNAT_COLLISION_RESPONSE" ref="a327a1e43872705cf8f3f3342fb307d19af5889b6449faa50d3fabd005d4493490" args="" -->ESNAT_COLLISION_RESPONSE</em>&nbsp;</td><td>
<p>Collision respose scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19ae40c836272ace5bf243baaca72dba55c"></a><!-- doxytag: member="ESNAT_CAMERA_FPS" ref="a327a1e43872705cf8f3f3342fb307d19ae40c836272ace5bf243baaca72dba55c" args="" -->ESNAT_CAMERA_FPS</em>&nbsp;</td><td>
<p>FPS camera animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19a851338028c38a91643f70d2a2e5ff8c4"></a><!-- doxytag: member="ESNAT_CAMERA_MAYA" ref="a327a1e43872705cf8f3f3342fb307d19a851338028c38a91643f70d2a2e5ff8c4" args="" -->ESNAT_CAMERA_MAYA</em>&nbsp;</td><td>
<p>Maya camera animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19a2bcfe4fb94550fadc4b1e79b8c0d6583"></a><!-- doxytag: member="ESNAT_COUNT" ref="a327a1e43872705cf8f3f3342fb307d19a2bcfe4fb94550fadc4b1e79b8c0d6583" args="" -->ESNAT_COUNT</em>&nbsp;</td><td>
<p>Amount of built-in scene node animators. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19a070125dd5b3d35093f912dd3250253c6"></a><!-- doxytag: member="ESNAT_UNKNOWN" ref="a327a1e43872705cf8f3f3342fb307d19a070125dd5b3d35093f912dd3250253c6" args="" -->ESNAT_UNKNOWN</em>&nbsp;</td><td>
<p>Unknown scene node animator. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="a327a1e43872705cf8f3f3342fb307d19ac54f052c7c7e45e68d7460c3706a3167"></a><!-- doxytag: member="ESNAT_FORCE_32_BIT" ref="a327a1e43872705cf8f3f3342fb307d19ac54f052c7c7e45e68d7460c3706a3167" args="" -->ESNAT_FORCE_32_BIT</em>&nbsp;</td><td>
<p>This enum is never used, it only forces the compiler to compile this enumeration to 32 bit. </p>
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</table>
</dd>
</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>

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<a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bd"></a><!-- doxytag: member="irr::scene::ESCENE_NODE_TYPE" ref="acad3d7ef92a9807d391ba29120f3b7bd" args="" -->
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          <td class="memname">enum <a class="el" href="namespaceirr_1_1scene.html#acad3d7ef92a9807d391ba29120f3b7bd">irr::scene::ESCENE_NODE_TYPE</a></td>
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<p>An enumeration for all types of built-in scene nodes. </p>
<p>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. </p>
<dl><dt><b>Enumerator: </b></dt><dd><table border="0" cellspacing="2" cellpadding="0">
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda44d66f5c284aed4d0698d6854b6a72e3"></a><!-- doxytag: member="ESNT_CUBE" ref="acad3d7ef92a9807d391ba29120f3b7bda44d66f5c284aed4d0698d6854b6a72e3" args="" -->ESNT_CUBE</em>&nbsp;</td><td>
<p>simple cube scene node </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda46ad007c8d7d278a6a3769714c5dacdb"></a><!-- doxytag: member="ESNT_SPHERE" ref="acad3d7ef92a9807d391ba29120f3b7bda46ad007c8d7d278a6a3769714c5dacdb" args="" -->ESNT_SPHERE</em>&nbsp;</td><td>
<p>Sphere scene node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda65e7b71bf270e10f94d88bcab8cbf184"></a><!-- doxytag: member="ESNT_TEXT" ref="acad3d7ef92a9807d391ba29120f3b7bda65e7b71bf270e10f94d88bcab8cbf184" args="" -->ESNT_TEXT</em>&nbsp;</td><td>
<p>Text Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda80e25755278a5e89d190c9221f2bb181"></a><!-- doxytag: member="ESNT_WATER_SURFACE" ref="acad3d7ef92a9807d391ba29120f3b7bda80e25755278a5e89d190c9221f2bb181" args="" -->ESNT_WATER_SURFACE</em>&nbsp;</td><td>
<p>Water Surface Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda699880de1c55e8ed4ae24b0e07df972a"></a><!-- doxytag: member="ESNT_TERRAIN" ref="acad3d7ef92a9807d391ba29120f3b7bda699880de1c55e8ed4ae24b0e07df972a" args="" -->ESNT_TERRAIN</em>&nbsp;</td><td>
<p>Terrain Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bdac47a4c2ad206e916f080ad28faed7f3b"></a><!-- doxytag: member="ESNT_SKY_BOX" ref="acad3d7ef92a9807d391ba29120f3b7bdac47a4c2ad206e916f080ad28faed7f3b" args="" -->ESNT_SKY_BOX</em>&nbsp;</td><td>
<p>Sky Box Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda9bef60dbd27db262591c836beb472160"></a><!-- doxytag: member="ESNT_SKY_DOME" ref="acad3d7ef92a9807d391ba29120f3b7bda9bef60dbd27db262591c836beb472160" args="" -->ESNT_SKY_DOME</em>&nbsp;</td><td>
<p>Sky Dome Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda41e004ec85286fba1d14c00273df039e"></a><!-- doxytag: member="ESNT_SHADOW_VOLUME" ref="acad3d7ef92a9807d391ba29120f3b7bda41e004ec85286fba1d14c00273df039e" args="" -->ESNT_SHADOW_VOLUME</em>&nbsp;</td><td>
<p>Shadow Volume Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda1cbab0e001b2df07ef2a253434532a52"></a><!-- doxytag: member="ESNT_OCTREE" ref="acad3d7ef92a9807d391ba29120f3b7bda1cbab0e001b2df07ef2a253434532a52" args="" -->ESNT_OCTREE</em>&nbsp;</td><td>
<p>Octree Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda25998267ed8640ca0c432df23f1b71fe"></a><!-- doxytag: member="ESNT_MESH" ref="acad3d7ef92a9807d391ba29120f3b7bda25998267ed8640ca0c432df23f1b71fe" args="" -->ESNT_MESH</em>&nbsp;</td><td>
<p>Mesh Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda73c87b4a418b0b7dc9d441cdf45f51e3"></a><!-- doxytag: member="ESNT_LIGHT" ref="acad3d7ef92a9807d391ba29120f3b7bda73c87b4a418b0b7dc9d441cdf45f51e3" args="" -->ESNT_LIGHT</em>&nbsp;</td><td>
<p>Light Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda977d9500eeb4d4f23e5676a312367f57"></a><!-- doxytag: member="ESNT_EMPTY" ref="acad3d7ef92a9807d391ba29120f3b7bda977d9500eeb4d4f23e5676a312367f57" args="" -->ESNT_EMPTY</em>&nbsp;</td><td>
<p>Empty Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda1a0385665a70cacbf1c662e2f6a78759"></a><!-- doxytag: member="ESNT_DUMMY_TRANSFORMATION" ref="acad3d7ef92a9807d391ba29120f3b7bda1a0385665a70cacbf1c662e2f6a78759" args="" -->ESNT_DUMMY_TRANSFORMATION</em>&nbsp;</td><td>
<p>Dummy Transformation Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda117834c96690a72567a0a813708cf3b6"></a><!-- doxytag: member="ESNT_CAMERA" ref="acad3d7ef92a9807d391ba29120f3b7bda117834c96690a72567a0a813708cf3b6" args="" -->ESNT_CAMERA</em>&nbsp;</td><td>
<p>Camera Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda85e4b3fca8fceb3de9057e91926d2a5f"></a><!-- doxytag: member="ESNT_BILLBOARD" ref="acad3d7ef92a9807d391ba29120f3b7bda85e4b3fca8fceb3de9057e91926d2a5f" args="" -->ESNT_BILLBOARD</em>&nbsp;</td><td>
<p>Billboard Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6"></a><!-- doxytag: member="ESNT_ANIMATED_MESH" ref="acad3d7ef92a9807d391ba29120f3b7bda073d7fe9dfd49f24cb13bfae56d8d3b6" args="" -->ESNT_ANIMATED_MESH</em>&nbsp;</td><td>
<p>Animated Mesh Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bdab027cde22a402f6f7f19eb714acf26a4"></a><!-- doxytag: member="ESNT_PARTICLE_SYSTEM" ref="acad3d7ef92a9807d391ba29120f3b7bdab027cde22a402f6f7f19eb714acf26a4" args="" -->ESNT_PARTICLE_SYSTEM</em>&nbsp;</td><td>
<p>Particle System Scene Node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda240e6f8e61816ea8f0cdf840b457734c"></a><!-- doxytag: member="ESNT_Q3SHADER_SCENE_NODE" ref="acad3d7ef92a9807d391ba29120f3b7bda240e6f8e61816ea8f0cdf840b457734c" args="" -->ESNT_Q3SHADER_SCENE_NODE</em>&nbsp;</td><td>
<p>Quake3 Shader Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda9e1745f6f4b6772eb8b92de4436db5b6"></a><!-- doxytag: member="ESNT_MD3_SCENE_NODE" ref="acad3d7ef92a9807d391ba29120f3b7bda9e1745f6f4b6772eb8b92de4436db5b6" args="" -->ESNT_MD3_SCENE_NODE</em>&nbsp;</td><td>
<p>Quake3 Model Scene Node ( has tag to link to ). </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda4dc59bfbe8afbb4d97bbbad1b356bea6"></a><!-- doxytag: member="ESNT_VOLUME_LIGHT" ref="acad3d7ef92a9807d391ba29120f3b7bda4dc59bfbe8afbb4d97bbbad1b356bea6" args="" -->ESNT_VOLUME_LIGHT</em>&nbsp;</td><td>
<p>Volume Light Scene Node. </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda0f55e02501e38f435f1cca657983f933"></a><!-- doxytag: member="ESNT_CAMERA_MAYA" ref="acad3d7ef92a9807d391ba29120f3b7bda0f55e02501e38f435f1cca657983f933" args="" -->ESNT_CAMERA_MAYA</em>&nbsp;</td><td>
<p>Maya Camera Scene Node. </p>
<p>Legacy, for loading version &lt;= 1.4.x .irr files </p>
</td></tr>
<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bdacbc402c4f01adcc87f3f8e9c004bdcd6"></a><!-- doxytag: member="ESNT_CAMERA_FPS" ref="acad3d7ef92a9807d391ba29120f3b7bdacbc402c4f01adcc87f3f8e9c004bdcd6" args="" -->ESNT_CAMERA_FPS</em>&nbsp;</td><td>
<p>First Person Shooter Camera. </p>
<p>Legacy, for loading version &lt;= 1.4.x .irr files </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bda0c24ab203e5e0dc055f82fbca65d4f47"></a><!-- doxytag: member="ESNT_UNKNOWN" ref="acad3d7ef92a9807d391ba29120f3b7bda0c24ab203e5e0dc055f82fbca65d4f47" args="" -->ESNT_UNKNOWN</em>&nbsp;</td><td>
<p>Unknown scene node. </p>
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<tr><td valign="top"><em><a class="anchor" id="acad3d7ef92a9807d391ba29120f3b7bdaa61d9ba5a5ec51a33600f83fb8bd71f5"></a><!-- doxytag: member="ESNT_ANY" ref="acad3d7ef92a9807d391ba29120f3b7bdaa61d9ba5a5ec51a33600f83fb8bd71f5" args="" -->ESNT_ANY</em>&nbsp;</td><td>
<p>Will match with any scene node when checking types. </p>
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</table>
</dd>
</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>

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<hr/><h2>Variable Documentation</h2>
<a class="anchor" id="ab585d23bc2a3d02cd368d8bfd0b1414a"></a><!-- doxytag: member="irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT" ref="ab585d23bc2a3d02cd368d8bfd0b1414a" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#ab585d23bc2a3d02cd368d8bfd0b1414a">irr::scene::ALLOW_ZWRITE_ON_TRANSPARENT</a> = &quot;Allow_ZWrite_On_Transparent&quot;</td>
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<p>Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent (blending) materials. </p>
<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: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#ab585d23bc2a3d02cd368d8bfd0b1414a" 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>

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<a class="anchor" id="afb3e3fc1668bd602189bab446801aa12"></a><!-- doxytag: member="irr::scene::AutomaticCullingNames" ref="afb3e3fc1668bd602189bab446801aa12" args="[]" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#afb3e3fc1668bd602189bab446801aa12">irr::scene::AutomaticCullingNames</a>[]</td>
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<b>Initial value:</b><div class="fragment"><pre class="fragment">
        {
                <span class="stringliteral">&quot;false&quot;</span>,
                <span class="stringliteral">&quot;box&quot;</span>,                  
                <span class="stringliteral">&quot;frustum_box&quot;</span>,          
                <span class="stringliteral">&quot;frustum_sphere&quot;</span>,       
                0
        }
</pre></div>
<p>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#l00703">irr::scene::ISceneNode::deserializeAttributes()</a>, and <a class="el" href="_i_scene_node_8h_source.html#l00678">irr::scene::ISceneNode::serializeAttributes()</a>.</p>

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<a class="anchor" id="a0a190773ebdbed9f134b17d496fc526a"></a><!-- doxytag: member="irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG" ref="a0a190773ebdbed9f134b17d496fc526a" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a0a190773ebdbed9f134b17d496fc526a">irr::scene::B3D_LOADER_IGNORE_MIPMAP_FLAG</a> = &quot;B3D_IgnoreMipmapFlag&quot;</td>
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<p>Flag to ignore the b3d file's mipmapping flag. </p>
<p>Instead Irrlicht's texture creation flag is used. Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a0a190773ebdbed9f134b17d496fc526a" 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#l00146">146</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="acaad1f28c235751815637948cc845c15"></a><!-- doxytag: member="irr::scene::B3D_TEXTURE_PATH" ref="acaad1f28c235751815637948cc845c15" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#acaad1f28c235751815637948cc845c15">irr::scene::B3D_TEXTURE_PATH</a> = &quot;B3D_TexturePath&quot;</td>
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<p>Name of the parameter for changing the texture path of the built-in b3d loader. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#acaad1f28c235751815637948cc845c15" title="Name of the parameter for changing the texture path of the built-in b3d loader.">scene::B3D_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</span>);
</pre></div> 
<p>Definition at line <a class="el" href="_scene_parameters_8h_source.html#l00154">154</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="a578945909729ca194b0d44852aab8021"></a><!-- doxytag: member="irr::scene::BoneAnimationModeNames" ref="a578945909729ca194b0d44852aab8021" args="[]" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a578945909729ca194b0d44852aab8021">irr::scene::BoneAnimationModeNames</a>[]</td>
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<div class="memdoc">
<b>Initial value:</b><div class="fragment"><pre class="fragment">
        {
                <span class="stringliteral">&quot;automatic&quot;</span>,
                <span class="stringliteral">&quot;animated&quot;</span>,
                <span class="stringliteral">&quot;unanimated&quot;</span>,
                0,
        }
</pre></div>
<p>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>

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<a class="anchor" id="a157681b3ef101a801ce278e6f21de946"></a><!-- doxytag: member="irr::scene::COLLADA_CREATE_SCENE_INSTANCES" ref="a157681b3ef101a801ce278e6f21de946" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a157681b3ef101a801ce278e6f21de946">irr::scene::COLLADA_CREATE_SCENE_INSTANCES</a> = &quot;COLLADA_CreateSceneInstances&quot;</td>
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<div class="memdoc">

<p>Name of the parameter specifying the COLLADA mesh loading mode. </p>
<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#a63894c3f3d46cfc385116f1705935e03" 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: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a157681b3ef101a801ce278e6f21de946" 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>
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<a class="anchor" id="aecf002b9e14bd101b455632e1c260a8d"></a><!-- doxytag: member="irr::scene::CSM_TEXTURE_PATH" ref="aecf002b9e14bd101b455632e1c260a8d" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#aecf002b9e14bd101b455632e1c260a8d">irr::scene::CSM_TEXTURE_PATH</a> = &quot;CSM_TexturePath&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for changing the texture path of the built-in csm loader. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#aecf002b9e14bd101b455632e1c260a8d" title="Name of the parameter for changing the texture path of the built-in csm loader.">scene::CSM_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</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>

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<a class="anchor" id="a767a12984dbf7a4f0917993d748d1350"></a><!-- doxytag: member="irr::scene::DEBUG_NORMAL_COLOR" ref="a767a12984dbf7a4f0917993d748d1350" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a767a12984dbf7a4f0917993d748d1350">irr::scene::DEBUG_NORMAL_COLOR</a> = &quot;DEBUG_Normal_Color&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for setting the color of debug normals. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttributeAsColor(<a class="code" href="namespaceirr_1_1scene.html#a767a12984dbf7a4f0917993d748d1350" 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#l00175">175</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

</div>
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<a class="anchor" id="a19153395855d08302b70dcfa9247eb51"></a><!-- doxytag: member="irr::scene::DEBUG_NORMAL_LENGTH" ref="a19153395855d08302b70dcfa9247eb51" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a19153395855d08302b70dcfa9247eb51">irr::scene::DEBUG_NORMAL_LENGTH</a> = &quot;DEBUG_Normal_Length&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for setting the length of debug normals. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a19153395855d08302b70dcfa9247eb51" 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#l00167">167</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="afd6e025453e80983de80371dc56718ef"></a><!-- doxytag: member="irr::scene::DMF_ALPHA_CHANNEL_REF" ref="afd6e025453e80983de80371dc56718ef" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#afd6e025453e80983de80371dc56718ef">irr::scene::DMF_ALPHA_CHANNEL_REF</a> = &quot;DMF_AlphaRef&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for setting reference value of alpha in transparent materials. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        <span class="comment">//this way you&#39;ll set alpha ref to 0.1</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#afd6e025453e80983de80371dc56718ef" 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>

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<a class="anchor" id="acdc1ddd0bfeb4118a5d8f3ea953717f6"></a><!-- doxytag: member="irr::scene::DMF_FLIP_ALPHA_TEXTURES" ref="acdc1ddd0bfeb4118a5d8f3ea953717f6" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#acdc1ddd0bfeb4118a5d8f3ea953717f6">irr::scene::DMF_FLIP_ALPHA_TEXTURES</a> = &quot;DMF_FlipAlpha&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for choose to flip or not tga files. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        <span class="comment">//this way you&#39;ll choose to flip alpha textures</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#acdc1ddd0bfeb4118a5d8f3ea953717f6" 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>

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<a class="anchor" id="ae996d826263cf504dd0260d0a096b0d0"></a><!-- doxytag: member="irr::scene::DMF_IGNORE_MATERIALS_DIRS" ref="ae996d826263cf504dd0260d0a096b0d0" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#ae996d826263cf504dd0260d0a096b0d0">irr::scene::DMF_IGNORE_MATERIALS_DIRS</a> = &quot;DMF_IgnoreMaterialsDir&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for preserving DMF textures dir structure with built-in DMF loader. </p>
<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: </p>
<div class="fragment"><pre class="fragment">        <span class="comment">//this way you won&#39;t use this setting (default)</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#ae996d826263cf504dd0260d0a096b0d0" 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&#39;ll use this setting</span>
        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#ae996d826263cf504dd0260d0a096b0d0" 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>

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<a class="anchor" id="a2a6e8bd33eaec1815e3e16a59c269fb5"></a><!-- doxytag: member="irr::scene::DMF_TEXTURE_PATH" ref="a2a6e8bd33eaec1815e3e16a59c269fb5" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a2a6e8bd33eaec1815e3e16a59c269fb5">irr::scene::DMF_TEXTURE_PATH</a> = &quot;DMF_TexturePath&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for changing the texture path of the built-in DMF loader. </p>
<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: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getStringParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a2a6e8bd33eaec1815e3e16a59c269fb5" title="Name of the parameter for changing the texture path of the built-in DMF loader.">scene::DMF_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</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>

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<a class="anchor" id="a7a3f4a75d85bd2b3f6bc4dd58f3ce585"></a><!-- doxytag: member="irr::scene::IRR_SCENE_MANAGER_IS_EDITOR" ref="a7a3f4a75d85bd2b3f6bc4dd58f3ce585" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a7a3f4a75d85bd2b3f6bc4dd58f3ce585">irr::scene::IRR_SCENE_MANAGER_IS_EDITOR</a> = &quot;IRR_Editor&quot;</td>
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<p>Flag set as parameter when the scene manager is used as editor. </p>
<p>In this way special animators like deletion animators can be stopped from deleting scene nodes for example </p>

<p>Definition at line <a class="el" href="_scene_parameters_8h_source.html#l00159">159</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="a1d81a2ac8866dfa4a0ff3bdece327f75"></a><!-- doxytag: member="irr::scene::LMTS_TEXTURE_PATH" ref="a1d81a2ac8866dfa4a0ff3bdece327f75" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a1d81a2ac8866dfa4a0ff3bdece327f75">irr::scene::LMTS_TEXTURE_PATH</a> = &quot;LMTS_TexturePath&quot;</td>
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<p>Name of the parameter for changing the texture path of the built-in lmts loader. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a1d81a2ac8866dfa4a0ff3bdece327f75" title="Name of the parameter for changing the texture path of the built-in lmts loader.">scene::LMTS_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</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>

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<a class="anchor" id="a54eb9ea68ba13b4689444f8d34e338b9"></a><!-- doxytag: member="irr::scene::MY3D_TEXTURE_PATH" ref="a54eb9ea68ba13b4689444f8d34e338b9" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a54eb9ea68ba13b4689444f8d34e338b9">irr::scene::MY3D_TEXTURE_PATH</a> = &quot;MY3D_TexturePath&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for changing the texture path of the built-in my3d loader. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a54eb9ea68ba13b4689444f8d34e338b9" title="Name of the parameter for changing the texture path of the built-in my3d loader.">scene::MY3D_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</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>

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<a class="anchor" id="afb0c389302c1e7ad39f83d558dbb2699"></a><!-- doxytag: member="irr::scene::OBJ_LOADER_IGNORE_GROUPS" ref="afb0c389302c1e7ad39f83d558dbb2699" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#afb0c389302c1e7ad39f83d558dbb2699">irr::scene::OBJ_LOADER_IGNORE_GROUPS</a> = &quot;OBJ_IgnoreGroups&quot;</td>
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<div class="memdoc">

<p>Flag to avoid loading group structures in .obj files. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#afb0c389302c1e7ad39f83d558dbb2699" 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#l00128">128</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="ac7d5a31e2146062ddbde288115bb6c7b"></a><!-- doxytag: member="irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES" ref="ac7d5a31e2146062ddbde288115bb6c7b" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#ac7d5a31e2146062ddbde288115bb6c7b">irr::scene::OBJ_LOADER_IGNORE_MATERIAL_FILES</a> = &quot;OBJ_IgnoreMaterialFiles&quot;</td>
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<div class="memdoc">

<p>Flag to avoid loading material .mtl file for .obj files. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#ac7d5a31e2146062ddbde288115bb6c7b" 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#l00137">137</a> of file <a class="el" href="_scene_parameters_8h_source.html">SceneParameters.h</a>.</p>

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<a class="anchor" id="a12d0b16f969fdaaf7c2161a0c7152b54"></a><!-- doxytag: member="irr::scene::OBJ_TEXTURE_PATH" ref="a12d0b16f969fdaaf7c2161a0c7152b54" args="" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a12d0b16f969fdaaf7c2161a0c7152b54">irr::scene::OBJ_TEXTURE_PATH</a> = &quot;OBJ_TexturePath&quot;</td>
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<div class="memdoc">

<p>Name of the parameter for changing the texture path of the built-in obj loader. </p>
<p>Use it like this: </p>
<div class="fragment"><pre class="fragment">        SceneManager-&gt;getParameters()-&gt;setAttribute(<a class="code" href="namespaceirr_1_1scene.html#a12d0b16f969fdaaf7c2161a0c7152b54" title="Name of the parameter for changing the texture path of the built-in obj loader.">scene::OBJ_TEXTURE_PATH</a>, <span class="stringliteral">&quot;path/to/your/textures&quot;</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>

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<a class="anchor" id="a1ce0e47158d68b401d23d833bc70bb86"></a><!-- doxytag: member="irr::scene::ParticleAffectorTypeNames" ref="a1ce0e47158d68b401d23d833bc70bb86" args="[]" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#a1ce0e47158d68b401d23d833bc70bb86">irr::scene::ParticleAffectorTypeNames</a>[]</td>
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<b>Initial value:</b><div class="fragment"><pre class="fragment">
{
        <span class="stringliteral">&quot;None&quot;</span>,
        <span class="stringliteral">&quot;Attract&quot;</span>,
        <span class="stringliteral">&quot;FadeOut&quot;</span>,
        <span class="stringliteral">&quot;Gravity&quot;</span>,
        <span class="stringliteral">&quot;Rotate&quot;</span>,
        <span class="stringliteral">&quot;Scale&quot;</span>,
        0
}
</pre></div>
<p>Names for built in particle affectors. </p>

<p>Definition at line <a class="el" href="_i_particle_affector_8h_source.html#l00025">25</a> of file <a class="el" href="_i_particle_affector_8h_source.html">IParticleAffector.h</a>.</p>

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<a class="anchor" id="adf760b7abdec907704ec6190dfc0caba"></a><!-- doxytag: member="irr::scene::ParticleEmitterTypeNames" ref="adf760b7abdec907704ec6190dfc0caba" args="[]" -->
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          <td class="memname">const <a class="el" href="namespaceirr.html#a9395eaea339bcb546b319e9c96bf7410">c8</a>* const <a class="el" href="namespaceirr_1_1scene.html#adf760b7abdec907704ec6190dfc0caba">irr::scene::ParticleEmitterTypeNames</a>[]</td>
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<b>Initial value:</b><div class="fragment"><pre class="fragment">
{
        <span class="stringliteral">&quot;Point&quot;</span>,
        <span class="stringliteral">&quot;AnimatedMesh&quot;</span>,
        <span class="stringliteral">&quot;Box&quot;</span>,
        <span class="stringliteral">&quot;Cylinder&quot;</span>,
        <span class="stringliteral">&quot;Mesh&quot;</span>,
        <span class="stringliteral">&quot;Ring&quot;</span>,
        <span class="stringliteral">&quot;Sphere&quot;</span>,
        0
}
</pre></div>
<p>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>

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