5 #ifndef __I_MESH_H_INCLUDED__ 6 #define __I_MESH_H_INCLUDED__ virtual void setHardwareMappingHint(E_HARDWARE_MAPPING newMappingHint, E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0
Set the hardware mapping hint.
Everything in the Irrlicht Engine can be found in this namespace.
virtual IMeshBuffer * getMeshBuffer(u32 nr) const =0
Get pointer to a mesh buffer.
Class which holds the geometry of an object.
virtual u32 getMeshBufferCount() const =0
Get the amount of mesh buffers.
Struct for holding a mesh with a single material.
virtual void setMaterialFlag(video::E_MATERIAL_FLAG flag, bool newvalue)=0
Sets a flag of all contained materials to a new value.
unsigned int u32
32 bit unsigned variable.
virtual const core::aabbox3d< f32 > & getBoundingBox() const =0
Get an axis aligned bounding box of the mesh.
Change both vertex and index mapping to the same value.
virtual void setBoundingBox(const core::aabbox3df &box)=0
Set user-defined axis aligned bounding box.
E_MATERIAL_FLAG
Material flags.
virtual void setDirty(E_BUFFER_TYPE buffer=EBT_VERTEX_AND_INDEX)=0
Flag the meshbuffer as changed, reloads hardware buffers.
Base class of most objects of the Irrlicht Engine.
Struct for holding parameters for a material renderer.