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Diffstat (limited to 'source/gameengine/Rasterizer/RAS_IRasterizer.h')
-rw-r--r--source/gameengine/Rasterizer/RAS_IRasterizer.h35
1 files changed, 35 insertions, 0 deletions
diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h
index 03c7e1d5116..68a9429d066 100644
--- a/source/gameengine/Rasterizer/RAS_IRasterizer.h
+++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h
@@ -219,6 +219,25 @@ public:
bool useObjectColor,
const MT_Vector4& rgbacolor)=0;
+ virtual void IndexPrimitivesMulti(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor)=0;
+
+ virtual void IndexPrimitivesMulti_Ex(
+ const vecVertexArray& vertexarrays,
+ const vecIndexArrays & indexarrays,
+ int mode,
+ class RAS_IPolyMaterial* polymat,
+ class RAS_IRenderTools* rendertools,
+ bool useObjectColor,
+ const MT_Vector4& rgbacolor)=0;
+
+
virtual void SetProjectionMatrix(MT_CmMatrix4x4 & mat)=0;
/* This one should become our final version, methinks. */
/**
@@ -329,6 +348,22 @@ public:
float difZ,
float diffuse)=0;
/**
+ * Sets the emissive colour component of the lighting equation.
+ */
+ virtual void SetEmissive(float eX,
+ float eY,
+ float eZ,
+ float e
+ )=0;
+
+ virtual void SetAmbientColor(float red, float green, float blue)=0;
+ virtual void SetAmbient(float factor)=0;
+ /**
+ * Sets alpha testing
+ */
+ virtual void SetAlphaTest(bool enable)=0;
+
+ /**
* Sets a polygon offset. z depth will be: z1 = mult*z0 + add
*/
virtual void SetPolygonOffset(float mult, float add) = 0;