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Graphics.Animation.Cal3D.Renderer |
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Description |
A Renderer provides information needed for graphics rendering;
it does not output any graphics by itself, but needs the cooperation
of a graphics API. Consider using Graphics.Animation.Cal3D.OpenGL
from the cal3d-opengl package.
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Synopsis |
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Documentation |
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Create a Renderer.
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Destroy a Renderer.
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:: Renderer | | -> IO () | rendering action
| -> IO (Either String ()) | | Executes a rendering action.
renderAnimation renderer action
corresponds to
renderer->beginRendering();
action();
renderer->endRendering();
in the Cal3D C++ API.
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The number of meshes in the Renderer's Model.
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:: Renderer | | -> Int | mesh ID
| -> Int | submesh ID
| -> IO (Either String ()) | | Selects a particular (mesh, submesh) so that all subsequent
operations refer to this (mesh, submesh) pair.
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Used to index faces.
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The number of faces in the current (mesh, submesh).
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:: Storable c | | => Ptr Word8 -> IO c | action
| -> Renderer | | -> IO c | | Calls an action with a pointer to the ambient color data.
The color data are four bytes (red, green, blue, alpha).
If you are using OpenGL, use Graphics.Animation.Cal3D.OpenGL.getAmbientColor
instead.
You almost certainly don't want to use withAmbientColorPtr directly,
unless your are connecting Cal3D to a different graphics API.
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Diffuse color, like withAmbientColorPtr.
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Specular color, like withAmbientColorPtr.
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The shininess, which affects the extent of speculr effects.
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The number of vertices, also the number of normals,
in the current (mesh, submesh).
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Fills a buffer with the normal data for the current (mesh, submesh).
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Produced by Haddock version 2.4.2 |