While rendering 2D Immediate Mode geometry, a set of RwIm2DVertex objects is produced. The functions documented here are exposed to allow access to these vertices. The vertices have been transformed to device space.
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RwIm2DVertex Typedef for a RenderWare Graphics Immediate Mode 2D Vertex |
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RwImVertexIndex Typedef for a RenderWare Graphics Immediate Mode Vertex. |
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Typedef for a RenderWare Graphics PowerPipe Immediate Mode Vertex |
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RwIm2DVertexGet is used to retrieve the device vertex corresponding to the given array index.
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RwIm2DVertexGetAlpha is used to retrieve the alpha component of the color from the specified device vertex. Component colors are specified as a value in the range 0 to 255.
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RwIm2DVertexGetBlue is used to retrieve the blue component of the color from the specified device vertex. Component colors are specified as a value in the range 0 to 255.
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RwIm2DVertexGetCameraX is used to retrieve the camera x-coordinate of the specified device vertex.
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RwIm2DVertexGetCameraY is used to retrieve the camera y-coordinate of the specified device vertex.
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RwIm2DVertexGetCameraZ is used to retrieve the camera z-coordinate of the specified device vertex.
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RwIm2DVertexGetGreen is used to retrieve the green component of the color from the specified device vertex. Component colors are specified as a value in the range 0 to 255.
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RwIm2DVertexGetNext is used to retrieve the next vertex following the specified one in the array of device vertices.
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RwIm2DVertexGetQuantity is used to determine the number of device vertices produced as a result of executing the rendering pipeline.
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RwIm2DVertexGetRecipCameraZ is used to retrieve the reciprocal camera z-coordinate of the specified device vertex.
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RwIm2DVertexGetRed is used to retrieve the red component of the color from the specified device vertex. Component colors are specified as a value in the range 0 to 255.
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RwIm2DVertexGetScreenX is used to retrieve the screen x-coordinate of the specified device vertex.
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RwIm2DVertexGetScreenY is used to retrieve the screen y-coordinate of the specified device vertex.
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RwIm2DVertexGetScreenZ is used to retrieve the screen z-coordinate of the specified device vertex.
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RwIm2DVertexGetU is used to retrieve the texture u-coordinate of the specified device vertex.
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RwIm2DVertexGetV is used to retrieve the texture v-coordinate of the specified device vertex.
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RwIm2DVertexSetCameraX is used to define the camera x-coordinate of the specified device vertex.
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RwIm2DVertexSetCameraY is used to define the camera y-coordinate of the specified device vertex.
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RwIm2DVertexSetCameraZ is used to define the camera z-coordinate of the specified device vertex.
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RwIm2DVertexSetIntRGBA is used to define the RGBA color of the specified device vertex. Each color component is specified as an integer value in the range 0 to 255. RwIm2DVertexSetIntRGBA should be used in preference to the related macro, RwIm2DVertexSetRealRGBA, if the native hardware stores colors in integer format, as it leads to faster execution.
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RwIm2DVertexSetRealRGBA is used to define the RGBA color of the specified device vertex. Each color component is specified as a real value in the range (RwReal)((0.0)) to (RwReal)((255.0)).
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RwIm2DVertexSetRecipCameraZ is used to define the reciprocal of the camera z-coordinate of the specified device vertex.
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RwIm2DVertexSetScreenX is used to define the screen x-coordinate of the specified device vertex.
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RwIm2DVertexSetScreenY is used to define the screen y-coordinate of the specified device vertex.
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RwIm2DVertexSetScreenZ is used to define the screen z-coordinate of the specified device vertex.
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RwIm2DVertexSetU is used to define the texture u-coordinate of the specified device vertex.
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RwIm2DVertexSetV is used to define the texture v-coordinate of the specified device vertex.
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