3D_Engine_Macros

BOTTOM_LEVEL_UNKNOWN Macro
C++
#define BOTTOM_LEVEL_UNKNOWN -1000000.f
File

I3DEngine.h

COMPILED_HEIGHT_MAP_FILE_NAME Macro
C++
#define COMPILED_HEIGHT_MAP_FILE_NAME "terrain\\terrain.dat"
File

I3DEngine.h

COMPILED_MERGED_MESHES_BASE_NAME Macro
C++
#define COMPILED_MERGED_MESHES_BASE_NAME "terrain\\merged_meshes_sectors\\"
File

I3DEngine.h

COMPILED_MERGED_MESHES_LIST Macro
C++
#define COMPILED_MERGED_MESHES_LIST "mmrm_used_meshes.lst"
File

I3DEngine.h

COMPILED_TERRAIN_TEXTURE_FILE_NAME Macro
C++
#define COMPILED_TERRAIN_TEXTURE_FILE_NAME "terrain\\cover.ctc"
File

I3DEngine.h

COMPILED_VISAREA_MAP_FILE_NAME Macro
C++
#define COMPILED_VISAREA_MAP_FILE_NAME "terrain\\indoor.dat"
File

I3DEngine.h

COMPILED_VOX_MAP_FILE_NAME Macro
C++
#define COMPILED_VOX_MAP_FILE_NAME "terrain\\voxmap.dat"
File

I3DEngine.h

DEFAULT_SID Macro
C++
#define DEFAULT_SID 0
File

I3DEngine.h

ERF_ACTIVE_LAYER Macro
C++
#define ERF_ACTIVE_LAYER 0x80000000  // the node is on a currently active layer
File

IEntityRenderState.h

Description

the node is on a currently active layer

ERF_CASTSHADOWINTORAMMAP Macro
C++
#define ERF_CASTSHADOWINTORAMMAP 0x20
File

IEntityRenderState.h

ERF_CASTSHADOWMAPS Macro
C++
#define ERF_CASTSHADOWMAPS 0x8        // if you ever set this flag, be sure also to set ERF_HAS_CASTSHADOWMAPS
File

IEntityRenderState.h

Description

if you ever set this flag, be sure also to set ERF_HAS_CASTSHADOWMAPS

ERF_COLLISION_PROXY Macro
C++
#define ERF_COLLISION_PROXY 0x400000    // Collision proxy is a special object that is only visible in editor
File

IEntityRenderState.h

Description

Collision proxy is a special object that is only visible in editor and used for physical collisions with player and vehicles.

ERF_EXCLUDE_FROM_TRIANGULATION Macro
C++
#define ERF_EXCLUDE_FROM_TRIANGULATION 0x2000
File

IEntityRenderState.h

ERF_GOOD_OCCLUDER Macro
C++
#define ERF_GOOD_OCCLUDER 0x1
File

IEntityRenderState.h

Description

RenderNode flags

ERF_HAS_CASTSHADOWMAPS Macro
C++
#define ERF_HAS_CASTSHADOWMAPS 0x40000000  // at one point had ERF_CASTSHADOWMAPS set
File

IEntityRenderState.h

Description

at one point had ERF_CASTSHADOWMAPS set

ERF_HIDABLE Macro
C++
#define ERF_HIDABLE 0x40
File

IEntityRenderState.h

ERF_HIDABLE_SECONDARY Macro
C++
#define ERF_HIDABLE_SECONDARY 0x80
File

IEntityRenderState.h

ERF_HIDDEN Macro
C++
#define ERF_HIDDEN 0x100
File

IEntityRenderState.h

ERF_HUD Macro
C++
#define ERF_HUD 0x10000000    // Hud object that can avoid some visibility tests
File

IEntityRenderState.h

Description

Hud object that can avoid some visibility tests

ERF_NO_DECALNODE_DECALS Macro
C++
#define ERF_NO_DECALNODE_DECALS 0x40000
File

IEntityRenderState.h

ERF_NO_PHYSICS Macro
C++
#define ERF_NO_PHYSICS 0x20000
File

IEntityRenderState.h

ERF_OUTDOORONLY Macro
C++
#define ERF_OUTDOORONLY 0x800
File

IEntityRenderState.h

ERF_PICKABLE Macro
C++
#define ERF_PICKABLE 0x8000
File

IEntityRenderState.h

ERF_PROCEDURAL Macro
C++
#define ERF_PROCEDURAL 0x2
File

IEntityRenderState.h

ERF_RAIN_OCCLUDER Macro
C++
#define ERF_RAIN_OCCLUDER 0x20000000  // Is used for rain occlusion map
File

IEntityRenderState.h

Description

Is used for rain occlusion map

ERF_RAYCAST_PROXY Macro
C++
#define ERF_RAYCAST_PROXY 0x8000000   // raycast proxy is only used for raycasting
File

IEntityRenderState.h

Description

raycast proxy is only used for raycasting

ERF_RECVWIND Macro
C++
#define ERF_RECVWIND 0x200000
File

IEntityRenderState.h

ERF_REGISTER_BY_BBOX Macro
C++
#define ERF_REGISTER_BY_BBOX 0x4000
File

IEntityRenderState.h

ERF_REGISTER_BY_POSITION Macro
C++
#define ERF_REGISTER_BY_POSITION 0x80000
File

IEntityRenderState.h

ERF_RENDER_ALWAYS Macro
C++
#define ERF_RENDER_ALWAYS 0x10
File

IEntityRenderState.h

ERF_SELECTED Macro
C++
#define ERF_SELECTED 0x200
File

IEntityRenderState.h

ERF_SPEC_BIT0 Macro
C++
#define ERF_SPEC_BIT0 0x1000000   // Bit0 of min config specification.
File

IEntityRenderState.h

Description

Bit0 of min config specification.

ERF_SPEC_BIT1 Macro
C++
#define ERF_SPEC_BIT1 0x2000000   // Bit1 of min config specification.
File

IEntityRenderState.h

Description

Bit1 of min config specification.

ERF_SPEC_BIT2 Macro
C++
#define ERF_SPEC_BIT2 0x4000000   // Bit2 of min config specification.
File

IEntityRenderState.h

Description

Bit2 of min config specification.

ERF_SPEC_BITS_MASK Macro
C++
#define ERF_SPEC_BITS_MASK (ERF_SPEC_BIT0|ERF_SPEC_BIT1|ERF_SPEC_BIT2)  // Bit mask of the min spec bits.
File

IEntityRenderState.h

Description

Bit mask of the min spec bits.

ERF_SPEC_BITS_SHIFT Macro
C++
#define ERF_SPEC_BITS_SHIFT (24)                // Bit oOffset of the ERF_SPEC_BIT0.
File

IEntityRenderState.h

Description

Bit oOffset of the ERF_SPEC_BIT0.

ERF_SUBSURFSCATTER Macro
C++
#define ERF_SUBSURFSCATTER 0x100000
File

IEntityRenderState.h

FCEF_ALLOC_CUST_FLOAT_DATA Macro
C++
#define FCEF_ALLOC_CUST_FLOAT_DATA 0x200
File

RendElement.h

FCEF_DELETED Macro
C++
#define FCEF_DELETED 8
File

RendElement.h

FCEF_DIRTY Macro
C++
#define FCEF_DIRTY 2
File

RendElement.h

FCEF_MERGABLE Macro
C++
#define FCEF_MERGABLE 0x400
File

RendElement.h

FCEF_MODIF_COL Macro
C++
#define FCEF_MODIF_COL 0x40
File

RendElement.h

FCEF_MODIF_MASK Macro
C++
#define FCEF_MODIF_MASK 0xf0
File

RendElement.h

FCEF_MODIF_TC Macro
C++
#define FCEF_MODIF_TC 0x10
File

RendElement.h

FCEF_MODIF_VERT Macro
C++
#define FCEF_MODIF_VERT 0x20
File

RendElement.h

FCEF_NODEL Macro
C++
#define FCEF_NODEL 4
File

RendElement.h

FCEF_PRE_DRAW_DONE Macro
C++
#define FCEF_PRE_DRAW_DONE 0x1000
File

RendElement.h

FCEF_SKINNED Macro
C++
#define FCEF_SKINNED 0x800
File

RendElement.h

FCEF_TRANSFORM Macro
C++
#define FCEF_TRANSFORM 1
File

RendElement.h

FCEF_UPDATEALWAYS Macro
C++
#define FCEF_UPDATEALWAYS 0x100
File

RendElement.h

FGP_NOCALC Macro
C++
#define FGP_NOCALC 1
File

RendElement.h

FGP_REAL Macro
C++
#define FGP_REAL 4
File

RendElement.h

FGP_SRC Macro
C++
#define FGP_SRC 2
File

RendElement.h

FGP_STAGE_SHIFT Macro
C++
#define FGP_STAGE_SHIFT 0x10
File

RendElement.h

FGP_WAIT Macro
C++
#define FGP_WAIT 8
File

RendElement.h

FILEVERSION_TERRAIN_SHLIGHTING_FILE Macro
C++
#define FILEVERSION_TERRAIN_SHLIGHTING_FILE 5
File

I3DEngine.h

LEVEL_INFO_FILE_NAME Macro
C++
#define LEVEL_INFO_FILE_NAME "levelinfo.xml"
File

I3DEngine.h

MAX_CUSTOM_TEX_BINDS_NUM Macro
C++
#define MAX_CUSTOM_TEX_BINDS_NUM 2
File

RendElement.h

WATER_LEVEL_SORTID_OFFSET Macro
C++
#define WATER_LEVEL_SORTID_OFFSET 10000000
File

I3DEngine.h

Description

float m_SortId : offseted by +WATER_LEVEL_SORTID_OFFSET if the camera object line is crossing the water surface : otherwise offseted by -WATER_LEVEL_SORTID_OFFSET

WATER_LEVEL_UNKNOWN Macro
C++
#define WATER_LEVEL_UNKNOWN -1000000.f
File

I3DEngine.h

Description

Water level unknown.

ERF_NODYNWATER Macro
C++
#define ERF_NODYNWATER 0x1000
File

IEntityRenderState.h