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#define | G3D_FLAG_MAT_TWOSIDE |
#define | G3D_FLAG_FAC_NORMALS |
#define | G3D_FLAG_FAC_TEXMAP |
G3DFace |
gboolean g3d_face_get_normal (G3DFace *face
,G3DObject *object
,G3DFloat *nx
,G3DFloat *ny
,G3DFloat *nz
);
calculates the normal of a face.
#define G3D_FLAG_MAT_TWOSIDE (1L << 0)
Faces using this material should be rendered two-sided as the direction is unknown.
#define G3D_FLAG_FAC_TEXMAP (1L << 1)
The face has a texture map and texture coordinates.
typedef struct { guint32 vertex_count; guint32 *vertex_indices; G3DMaterial *material; guint32 flags; G3DVector *normals; G3DImage *tex_image; guint32 tex_vertex_count; G3DVector *tex_vertex_data; } G3DFace;
An object representing a surface.
number of vertices |
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indices of vertices in G3DObject |
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G3DMaterial * |
material to use for surface |
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flags |
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G3DVector * |
optional normal array (one vector - 3 G3DVector values - for each vertex) |
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G3DImage * |
optional texture image |
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number of texture vertices, should be 0 or match vertex_count |
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G3DVector * |
array of texture vertices |