#include <rview.h>
Public Attributes | |
iCamera* | icamera |
The current camera. | |
iClipper2D* | iview |
The 2D polygon describing how everything drawn inside should be clipped. | |
csRenderContextFrustum* | iview_frustum |
The frustum corresponding with iview. | |
iPolygon3D* | portal_polygon |
The portal polygon (or NULL if the first sector). | |
iSector* | previous_sector |
The previous sector (or NULL if the first sector). | |
iSector* | this_sector |
This sector. | |
csPlane3 | clip_plane |
This variable holds the plane of the portal through which the camera is looking. | |
bool | do_clip_plane |
If true then we clip all objects to 'clip_plane'. More... | |
bool | do_clip_frustum |
If true then we have to clip all objects to the portal frustum (either in 2D or 3D). More... | |
csFogInfo* | fog_info |
Every fogged sector we encountered results in an extra structure in the following list. More... | |
bool | added_fog_info |
If the following variable is true then a fog_info was added in this recursion level. | |
int | draw_rec_level |
A number indicating the recursion level we are in. More... | |
Friends | |
class | csRenderView |
It is used by iRenderView. When recursing through a portal a new render context will be created and set in place of the old one.
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If true then we have to clip all objects to the portal frustum (either in 2D or 3D). Normally this is not needed but some portals require this. If do_clip_plane is true then the value of this field is also implied to be true. The top-level portal should set do_clip_frustum to true in order for all geometry to be correctly clipped to screen boundaries. |
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If true then we clip all objects to 'clip_plane'. In principle one should always clip to 'clip_plane'. However, in many cases this is not required because portals mostly arrive in at the boundaries of a sector so there can actually be no objects after the portal plane. But it is possible that portals arive somewhere in the middle of a sector (for example with BSP sectors or with Things containing portals). In that case this variable will be set to true and clipping to 'clip_plane' is required. |
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A number indicating the recursion level we are in. Starts with 0. Whenever the engine goes through a portal this number increases. Returning from a portal decreases the number again. |
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Every fogged sector we encountered results in an extra structure in the following list. This is only used if we are doing vertex based fog. |