Advanced 3d bliting methods (it's preferible to use IND_Entity3d together with IND_Entity3dManager instead) | |
| void | IND_Render::Blit3dMesh (IND_3dMesh *p3dMesh) |
| void | IND_Render::Set3dMeshSequence (IND_3dMesh *p3dMesh, unsigned int pIndex) |
Remember that you can use IND_Entity3d together with IND_Entity3dManager for drawing these graphical objects to the screen without having to use this advanced methods directly. This method are only useful for advanced users for really concrete purposes.
| void IND_Render::Blit3dMesh | ( | IND_3dMesh * | p3dMesh | ) | [inline, inherited] |
Parameters:
This function blits directly to the screen a IND_3dMesh object.
In order to change the transformations and color attributes of the 3d mesh you have to use the IND_Render::SetTransform3d() and IND_Render::SetRainbow() methods before calling to this function. Remember that you can use IND_Entity3d object for drawing 3d meshes to the screen without having to use this advanced methods directly. This method is only useful for advanced users for really concrete purposes.
This method is equivalent to use:
| void IND_Render::Set3dMeshSequence | ( | IND_3dMesh * | p3dMesh, | |
| unsigned int | pIndex | |||
| ) | [inline, inherited] |
Parameters:
This function sets the animation sequence that will be rendered. When you use this method, the transition between the current animation and the following will not be abrubtly. IndieLib will fade out the effect of the first animation and fade in the second. Use IND_3dMesh::SetTransitionSpeed() in order set the speed of that transition.
1.5.4