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G3D::MirrorQuality Class Reference

#include <constants.h>

Public Types

enum  Value {
  NONE = 0, STATIC_ENV = 25, DYNAMIC_PLANAR = 50, DYNAMIC_ENV = 75,
  BEST = 100
}
 

Public Member Functions

 G3D_DECLARE_ENUM_CLASS_METHODS (MirrorQuality)
 

Static Private Member Functions

static const char * toString (int i, Value &v)
 

Private Attributes

Value value
 

Detailed Description

Values for UniversalSurface::GPUGeom::mirrorHint.

Member Enumeration Documentation

Enumerator
NONE 

Reflections are black

STATIC_ENV 

Use a static environment map. This is what most games use

DYNAMIC_PLANAR 

Planar reflection, typically for water or glass windows. This assumes that the mirror is flat; it is distinct from RefractionQuality::DYNAMIC_FLAT, which assumes the background is flat.

DYNAMIC_ENV 

Render a dynamic environment map.

BEST 

Use the best method available, ideally true ray tracing.

87  {
89  NONE = 0,
90 
92  STATIC_ENV = 25,
93 
96  DYNAMIC_PLANAR = 50,
97 
99  DYNAMIC_ENV = 75,
100 
102  BEST = 100
103  };
Definition: constants.h:89
Definition: constants.h:96
Definition: constants.h:92
Definition: constants.h:102
Definition: constants.h:99

Member Function Documentation

G3D::MirrorQuality::G3D_DECLARE_ENUM_CLASS_METHODS ( MirrorQuality  )
const char * G3D::MirrorQuality::toString ( int  i,
Value v 
)
staticprivate
34  {
35  static const char* str[] = {"NONE", "STATIC_ENV", "DYNAMIC_PLANAR", "DYNAMIC_ENV", "BEST", NULL};
36  static const Value val[] = {NONE, STATIC_ENV, DYNAMIC_PLANAR, DYNAMIC_ENV, BEST};
37  const char* s = str[i];
38  if (s) {
39  v = val[i];
40  }
41  return s;
42  }
Definition: constants.h:89
Definition: constants.h:96
arena_t NULL
Definition: jemalloc_internal.h:624
Definition: constants.h:92
Definition: constants.h:102
Definition: constants.h:99

Member Data Documentation

Value G3D::MirrorQuality::value
private

The documentation for this class was generated from the following files: