global game engine related functions, such as ParaEngineCore interface, copy right information, simple water marking
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#include <ParaScriptingMisc.h>
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static ParaAttributeObject | GetAttributeObject () |
| get the attribute object of ParaEngine settings
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static void | GetAttributeObject_ (ParaAttributeObject &output) |
| for API exportation. More...
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static string | GetVersion () |
| get ParaEngine version
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static ParaAttributeObject | GetViewportAttributeObject (int nViewportIndex) |
| get attribute object
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static bool | ForceRender () |
| render the current frame and does not return until everything is presented to screen. More...
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static bool | Sleep (float fSeconds) |
| cause the main thread to sleep for the specified seconds. More...
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static bool | SaveParaXMesh (const char *filename, ParaAssetObject &xmesh, bool bBinaryEncoding) |
| save an existing mesh to file. More...
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static ParaAssetObject | GetRenderTarget () |
| return the current render target. More...
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static bool | SetRenderTarget (ParaAssetObject &pRenderTarget) |
| set the render target of the object. More...
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static bool | SetRenderTarget2 (int nIndex, const char *render_targetname) |
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static bool | StretchRect (ParaAssetObject &pSrcRenderTarget, ParaAssetObject &pDestRenderTarget) |
| Copy render target content from one surface to another. More...
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static bool | DrawQuad () |
| draw a full screen quad. More...
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static bool | SetVertexDeclaration (int nIndex) |
| Set declaration by id enum VERTEX_DECLARATION { S0_POS_TEX0, // all data in stream 0: position and tex0 S0_POS_NORM_TEX0, // all data in stream 0: position, normal and tex0 S0_POS_NORM_TEX0_INSTANCED, // all data in stream 0: position, normal and tex0, stream1:instanced data S0_POS_TEX0_COLOR, // all data in stream 0: position, tex0 and color S0_S1_S2_OCEAN_FFT, // for FFT ocean S0_S1_S2_S3_OCEAN_FFT, // for FFT ocean with terrain height field S0_POS_NORM_TEX0_TEX1, // all data in stream 0: position, normal tex0 and tex1 MAX_DECLARATIONS_NUM, };. More...
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global game engine related functions, such as ParaEngineCore interface, copy right information, simple water marking
§ DrawQuad()
bool ParaScripting::CParaEngine::DrawQuad |
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draw a full screen quad.
- Note
- : one need to set the vertex declaration to be S0_POS_TEX0 prior to calling this function
§ ForceRender()
bool ParaScripting::CParaEngine::ForceRender |
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render the current frame and does not return until everything is presented to screen.
this function is usually used to draw the animated loading screen.
§ GetAttributeObject_()
§ GetRenderTarget()
return the current render target.
calling this function a second time will make the returned object from the previous call invalid.
§ SaveParaXMesh()
bool ParaScripting::CParaEngine::SaveParaXMesh |
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const char * |
filename, |
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ParaAssetObject & |
xmesh, |
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bool |
bBinaryEncoding |
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save an existing mesh to file.
- Parameters
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filename | file to be saved to. if this is "", the xmesh entity's file name will be used and appended with ".x" |
xmesh | ParaX mesh object to export. |
bBinaryEncoding | true to use binary encoding. |
- Returns
- : return true if succeeds.
§ SetRenderTarget()
bool ParaScripting::CParaEngine::SetRenderTarget |
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ParaAssetObject & |
pRenderTarget | ) |
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set the render target of the object.
§ SetVertexDeclaration()
bool ParaScripting::CParaEngine::SetVertexDeclaration |
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int |
nIndex | ) |
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Set declaration by id enum VERTEX_DECLARATION { S0_POS_TEX0, // all data in stream 0: position and tex0 S0_POS_NORM_TEX0, // all data in stream 0: position, normal and tex0 S0_POS_NORM_TEX0_INSTANCED, // all data in stream 0: position, normal and tex0, stream1:instanced data S0_POS_TEX0_COLOR, // all data in stream 0: position, tex0 and color S0_S1_S2_OCEAN_FFT, // for FFT ocean S0_S1_S2_S3_OCEAN_FFT, // for FFT ocean with terrain height field S0_POS_NORM_TEX0_TEX1, // all data in stream 0: position, normal tex0 and tex1 MAX_DECLARATIONS_NUM, };.
- Parameters
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- See also
- VERTEX_DECLARATION
- Returns
- : return true if successful.
§ Sleep()
bool ParaScripting::CParaEngine::Sleep |
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float |
fSeconds | ) |
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cause the main thread to sleep for the specified seconds.
§ StretchRect()
Copy render target content from one surface to another.
they may be of different resolution
The documentation for this class was generated from the following files:
- Client/trunk/ParaEngineClient/ParaScriptBindings/ParaScriptingMisc.h
- Client/trunk/ParaEngineClient/ParaScriptBindings/ParaScriptingMisc.cpp