This structure is used to define a vertex in the Renderer module.
Definition at line 24 of file vertex_face.h.
Data Fields | |
UNSIGNED | V [3] |
face data, | |
unsigned char | color [3] |
BOOL | bSmooth |
BOOL | bShiny |
BOOL | bFmc |
short | ffmap |
identifies which map is in use. | |
short | ffmat |
identifies which material is in use. | |
short | top |
short | bottom |
short | left |
short | right |
screen bounds for projected face 0 -> XMAX 0 -> YMAX | |
vector | n |
normal to face | |
double | c |
p.n to speed calc | |
vector | pn [3] |
double | uu [3] |
double | vv [3] |
texture coordinates of face vertices | |
double | ww [3] |
volume texture coordinate |
UNSIGNED V[3] |
unsigned char color[3] |
Definition at line 27 of file vertex_face.h.
BOOL bSmooth |
Definition at line 28 of file vertex_face.h.
BOOL bShiny |
Definition at line 28 of file vertex_face.h.
BOOL bFmc |
Definition at line 29 of file vertex_face.h.
short ffmap |
short ffmat |
short top |
Definition at line 32 of file vertex_face.h.
short bottom |
Definition at line 32 of file vertex_face.h.
short left |
Definition at line 32 of file vertex_face.h.
short right |
double c |
The phong normals (Ideally this should not be necessary one normal per vertex should be enough alas the inconsistent face normals can give BIG problems when the face is _|_'r to line of sight vector. Assembling this way seem to give better images.
Definition at line 36 of file vertex_face.h.
double uu[3] |
Definition at line 42 of file vertex_face.h.
double vv[3] |
double ww[3] |