- Timestamp:
- Oct 29, 2012, 4:16:17 PM (12 years ago)
- Location:
- code/branches/shaders/src/orxonox
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
code/branches/shaders/src/orxonox/RenderQueueListener.cc
r9419 r9420 30 30 /** 31 31 @file RenderQueueListener.cc 32 @brief Definition of the RenderQueueListener class.32 @brief Implementation of the RenderQueueListener class. 33 33 */ 34 34 -
code/branches/shaders/src/orxonox/Scene.cc
r9407 r9420 27 27 * 28 28 */ 29 30 /** 31 @file Scene.cc 32 @brief Implementation of Scene Class 33 */ 34 29 35 30 36 #include "Scene.h" … … 53 59 { 54 60 CreateFactory(Scene); 55 61 62 /** 63 @brief 64 Constructor, it sets common standard paramters for a scene depending on whether it will be rendered or not. 65 It also makes sure we user our own render queue listener for rendering instead of the standard listener provided by Ogre 66 */ 56 67 Scene::Scene(BaseObject* creator) : BaseObject(creator), Synchronisable(creator) 57 68 { -
code/branches/shaders/src/orxonox/Scene.h
r6417 r9420 28 28 */ 29 29 30 /** 31 @file Scene.h 32 @brief Definition of Scene Class 33 */ 34 30 35 #ifndef _Scene_H__ 31 36 #define _Scene_H__ … … 48 53 { 49 54 public: 55 /** 56 @brief 57 This class holds a Scene which is a collection of all kinds of objects to be rendered in the same space, 58 with the same physics and the same light properties. Objects can be anything from a light source, over non physical objects 59 like Billboards to just plain Models with an attached Mesh 60 */ 50 61 Scene(BaseObject* creator); 51 62 virtual ~Scene(); … … 94 105 { this->setShadow(this->bShadows_); } 95 106 96 Ogre::SceneManager* sceneManager_; 97 Ogre::SceneNode* rootSceneNode_; 107 Ogre::SceneManager* sceneManager_; //!< This is a pointer to the Ogre SceneManager we're using to render the Scene 108 Ogre::SceneNode* rootSceneNode_; //!< This is a pointer to the root node of the Scene tree 98 109 99 std::string skybox_; 100 ColourValue ambientLight_; 101 std::list<BaseObject*> objects_; 102 bool bShadows_; 103 float soundReferenceDistance_; 104 Radar* radar_; 110 std::string skybox_; //!< This string holds information about the skybox we're using 111 ColourValue ambientLight_; //!< This variable holds the color value for the ambient light in our scene, usually black in space 112 std::list<BaseObject*> objects_; //!< This list holds all the objects created in our scene 113 bool bShadows_; //!< Do we want shadows in our scene? 114 float soundReferenceDistance_; //!< This holds a reference distance, which represents the distance between our scene and the listener 115 Radar* radar_; //!< This is a pointer to a Radar object assigned with this scene 105 116 106 117
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