Unit Irrlicht

DescriptionUsesClasses, Interfaces, Objects and RecordsFunctions and ProceduresTypesConstantsVariables

Description

 

Overview

Classes, Interfaces, Objects and Records

Name Description
Class EIrrlichtError Exeption class raised whenever a constructor fails.
Interface IEventReceiver An interface for event receiving types.
Interface IVertexManipulator Interface for vertex manipulators.
Class TAnimatedMesh Interface for an animated mesh.
Class TAnimatedMeshMD2 Class for using some special functions of MD2 meshes.
Class TAnimatedMeshMD3 Class for using some special functions of MD3 meshes.
Class TAnimatedMeshSceneNode Scene node capable of displaying an animated mesh and its shadow.
Class TAnimationEndCallback  
Class TAnimatorListIterator Iterates over a scene node's animators.
Class TArchiveLoader Class which is able to create an archive from a file.
Class TAttributeExchangingObject An object which is able to serialize and deserialize its attributes into an TAttributes object.
Class TAttributes Provides a generic interface for attributes and their values and the possiblity to serialize them.
Class TBillboardSceneNode A billboard scene node.
Class TBillboardTextSceneNode A billboard text scene node.
Class TBoneSceneNode Class for bones used in skeletal animation.
record TBoundingBox Three-Dimensional axis-aligned bounding box.
Class TCameraSceneNode  
Class TCollisionCallback Callback interface for catching events of collisions.
Class TCursorControl Interface to manipulate the mouse cursor.
Class TCustomEventReceiver Base class for custom event receivers.
Class TCustomSceneNode Abstract base class for creating custom scene node types.
Class TDeviceTimer Interface for getting and manipulating the device's virtual time.
record TDimension Two-Dimensional floating-point size record.
Class TDummyTransformationSceneNode Dummy scene node for adding additional transformations to the scene graph.
Class TDynamicMeshBuffer A dynamic mesh buffer.
Class TEventDispatcher A simple implementation of TCustomEventReceiver providing event properties.
record TExposedVideoData Structure for holding data describing a driver and operating system specific data.
Class TFileArchive A TFileArchive manages archives and provides access to files inside of them.
Class TFileList Provides a list of files and folders.
Class TFileSystem Manages files and archives and provides access to them.
record TFloatColor Type storing ARGB Colors as a tuple of four "Single" values.
record TFloatRect A record similar to Types.TRect, but using "Single" values instead of Integers.
record TFog Structure holding fog data for a TVideoDriver.
Class TGammaRamp  
Class TGeometryCreator Helper class for creating geometry on the fly.
Class TGPUProgrammingServices Class making it possible to create and use programs running on the GPU.
Class TGUIButton A GUI Button.
Class TGUICheckBox A GUI Check box.
Class TGUIColorSelectDialog A GUI Color chooser dialog.
Class TGUIComboBox A GUI combo box.
Class TGUIContextMenu A GUI context menu.
Class TGUIEditBox Single line edit box for editing simple text.
Class TGUIElement Base class of all GUI elements.
Class TGUIElementFactory Interface making it possible to dynamically create GUI elements.
Class TGUIElementIterator Helper class for iterating over a list of TGUIElement objects.
Class TGUIEnvironment The engine's GUI Environment.
Class TGUIEvent An event of the graphical user interface.
Class TGUIFileOpenDialog Standard file chooser dialog
Class TGUIFont Font interface.
Class TGUIFontBitmap Bitmap font interface.
Class TGUIImage GUI element displaying an image.
Class TGUIImageList (Undocumented)
Class TGUIInOutFader Element for fading out or in.
Class TGUIListBox Default list box GUI element.
Class TGUIMeshViewer 3D mesh viewing GUI element.
Class TGUIScrollBar Default scroll bar GUI element.
Class TGUISkin A skin modifies the look of the GUI elements.
Class TGUISpinBox Single line edit box + spin buttons.
Class TGUISprite A sprite composed of several frames.
Class TGUISpriteBank Sprite bank interface.
record TGUISpriteFrame A single sprite frame.
Class TGUIStaticText Multi or single line text label.
Class TGUITab A tab-page, onto which other gui elements could be added.
Class TGUITabControl A standard tab control.
Class TGUITable Default list box GUI element.
Class TGUIToolBar Stays at the top of its parent like the menu bar and contains tool buttons.
Class TGUITreeView Default tree view GUI element.
Class TGUITreeViewNode Node for gui tree view.
Class TGUIWindow Default moveable window GUI element with border, caption and close icons.
Class TImage Interface for software image data.
Class TImageLoader Class which is able to create a image from a file.
Class TImageWriter Interface for writing software image data.
Class TIndexBuffer Undocumented.
record TIrrlichtCreationParameters Structure for holding Irrlicht Device creation parameters.
Class TIrrlichtDevice The Main Engine Class
Class TIrrlichtEvent Base class of all event types.
record TJoystick  
Class TJoystickEvent A joystick event.
Class TJoystickInfo  
Class TKeyboardEvent Any kind of keyboard event.
record TKeyMap Struct storing which key belongs to which action.
record TLight Structure for holding data describing a dynamic point light.
Class TLightManager Provides an interface to manipulate the lights in the scene.
Class TLightSceneNode Scene node which is a dynamic light.
record TLine2D Line type in two-dimensional space.
record TLine3D Line type in three-dimensional space.
Class TLogEvent Any kind of log event.
Class TLogger Interface for logging messages, warnings and errors.
record TMaterial Struct for holding parameters for a material renderer.
record TMaterialLayer Struct for holding material parameters which exist per texture layer.
Class TMaterialRenderer Interface for material rendering.
Class TMaterialRendererServices Interface providing some methods for changing advanced, internal states of a TVideoDriver.
record TMatrix4 4x4 Matrix; used for transformations.
Class TMD3QuaternionTag Holds tag info for connecting meshes.
Class TMD3QuaternionTagList Holds a associative list of named quaternions.
Class TMesh Class which holds the geometry of an object.
Class TMeshBuffer Struct for holding a mesh with a single material.
Class TMeshCache The mesh cache stores already loaded meshes and provides an interface to them.
Class TMeshLoader Class which is able to load an animated mesh from a file.
Class TMeshManipulator An interface for easy manipulation of meshes.
Class TMeshSceneNode A scene node displaying a static mesh.
Class TMeshWriter Interface for writing meshes.
Class TMetaTriangleSelector Interface for making multiple triangle selectors work as one big selector.
Class TMouseEvent Any kind of mouse event.
Class TOSOperator The Operating system operator provides operation system specific methods and informations.
record TOverrideMaterial Undocumented.
record TParticle Structure holding particle data.
Class TParticleAffector A particle affector modifies particles.
Class TParticleAnimatedMeshSceneNodeEmitter A particle emitter which emits particles from mesh vertices.
Class TParticleAttractionAffector A particle affector which attracts or detracts particles.
Class TParticleBoxEmitter A particle emitter which emits particles from a box shaped space.
Class TParticleCylinderEmitter A particle emitter which emits from a cylindrically shaped space.
Class TParticleEmitter A particle emitter for using with particle systems.
Class TParticleFadeOutAffector A particle affector which fades out the particles.
Class TParticleGravityAffector A particle affector which applies gravity to particles.
Class TParticleMeshEmitter A particle emitter which emits from vertices of a mesh.
Class TParticleRingEmitter A particle emitter which emits particles along a ring shaped area.
Class TParticleRotationAffector A particle affector which rotates the particle system.
Class TParticleSphereEmitter A particle emitter which emits from a spherical space.
Class TParticleSystemSceneNode A particle system scene node for creating snow, fire, exlosions, smoke...
record TPlane Three-Dimensional Plane.
Class TQuake3LevelMesh Interface for a Mesh which can be loaded directly from a Quake3 .bsp-file.
Class TQuake3Shader  
record TQuaternion Quaternion class for representing rotations.
Class TReadFile Interface providing read acess to a file.
Class TReferenceCounted Base class of most objects of the Irrlicht Engine.
record TRenderTarget Undocumented.
Class TSceneCollisionManager The Scene Collision Manager provides methods for performing collision tests and picking on scene nodes.
Class TSceneManager The Scene Manager manages scene nodes, mesh recources, cameras and all the other stuff.
Class TSceneNode Base class for all scene nodes.
Class TSceneNodeAnimator Animates a scene node.
Class TSceneNodeAnimatorCameraFPS Special scene node animator for FPS cameras.
Class TSceneNodeAnimatorCameraMaya Special scene node animator for Maya-style cameras.
Class TSceneNodeAnimatorCollisionResponse Special scene node animator for doing automatic collision detection and response.
Class TSceneNodeAnimatorFactory Class for dynamic creation of scene node animators.
Class TSceneNodeFactory Interface for dynamic creation of scene nodes.
Class TSceneNodeListIterator Iterates over a scene node's children.
Class TSceneUserDataSerializer Interface to read and write user data to and from .irr files.
Class TShaderConstantSetCallback Callback base class making it possible to set constants for GPU programs every frame.
Class TShadowVolumeSceneNode Scene node for rendering a shadow volume into a stencil buffer.
Class TSkinMeshBuffer A mesh buffer able to choose between TVertex2TCoords, TVertex and TVertexTangents at runtime.
Class TSkinnedMesh Mesh class for using some special functions of Skinned meshes.
Class TSkinnedMeshJoint A single joint inside a TSkinnedMesh.
record TSkinnedMeshPositionKey Animation keyframe which describes a new position.
record TSkinnedMeshRotationKey Animation keyframe which describes a new rotation.
record TSkinnedMeshScaleKey Animation keyframe which describes a new scale.
record TSkinnedMeshWeight A vertex weight.
Class TTerrainSceneNode A scene node for displaying terrain using the geo mip map algorithm.
Class TTextSceneNode A scene node for displaying 2d text at a position in three dimensional space.
Class TTexture Interface of a Video Driver dependent Texture.
record TTriangle Three-Dimensional triangle.
Class TTriangleSelector Interface to return triangles with specific properties.
Class TUserEvent Any kind of user-generated event.
record TVector2D Two-Dimensional floating-point vector.
record TVector3D Three-Dimensional floating-point vector.
record TVertex Standard vertex type (vtStandard).
record TVertex2TCoords Vertex type with two texture coordinates (vt2TCoords).
Class TVertexBuffer Undocumented.
Class TVertexColorBrightnessManipulator Vertex manipulator which adjusts a vertex' brightness.
Class TVertexColorContrastBrightnessManipulator Vertex manipulator which adjusts the contrast by the given factor and brightness by a signed amount.
Class TVertexColorContrastManipulator Vertex manipulator which adjusts the contrast by the given factor.
Class TVertexColorDesaturateToAverageManipulator Vertex manipulator which desaturates the vertex colors to their average value.
Class TVertexColorDesaturateToLightnessManipulator Vertex manipulator which desaturates the vertex colors to their lightness.
Class TVertexColorDesaturateToLuminanceManipulator Vertex manipulator which desaturates the vertex colors to their luminance.
Class TVertexColorGammaManipulator Vertex manipulator which adjusts the brightness by a gamma operation.
Class TVertexColorInterpolateQuadraticManipulator Vertex manipulator which interpolates the color values using quadratic interpolation.
Class TVertexColorInvertManipulator Vertex manipulator which invertes the RGB values.
Class TVertexColorScaleManipulator Vertex manipulator which scales the color values.
Class TVertexColorSetAlphaManipulator Vertex manipulator to set the alpha value of the vertex color to a fixed value.
Class TVertexColorSetManipulator Vertex manipulator to set color to a fixed color for all vertices.
Class TVertexColorThresholdManipulator Vertex manipulator to set vertex color to one of two values depending on a given threshold.
Class TVertexPositionScaleAlongNormalsManipulator Vertex manipulator which scales the position of the vertex along the normals.
Class TVertexPositionScaleManipulator Vertex manipulator which scales vertex positions.
Class TVertexPositionTransformManipulator Vertex manipulator which transforming vertices by a transformation matrix.
record TVertexTangents Vertex type with a tangent and binormal vector.
Class TVertexTCoordsScaleManipulator Vertex manipulator which scales the texture coordinates of the vertex.
Class TVideoDriver Interface to driver which is able to perform 2d and 3d graphics functions.
Class TVideoModeList A list of all available video modes.
record TViewFrustum Defines the view frustum.
Class TVolumeLightSceneNode Undocumented in Irrlicht.
Class TWrapper Base class of any wrapped engine class.
Class TWriteFile Class providing write access to files.
Class TXMLReader Interface providing easy read access to a XML file.
Class TXMLWriter Class for writing XML files.

Functions and Procedures

function ARGBColor(Red: Byte; Green: Byte; Blue: Byte): TARGBColor; overload; inline;
function ARGBColor(Alpha: Byte; Red: Byte; Green: Byte; Blue: Byte): TARGBColor; overload; inline;
function Dimension(Width, Height: Single): TDimension; inline;
function ExposedVideoData(Window: Pointer): TExposedVideoData; overload; inline;
function ExposedVideoData: TExposedVideoData; overload; inline;
function FloatColor(Alpha: Single; Red: Single; Green: Single; Blue: Single): TFloatColor; overload; inline;
function FloatColor(Red: Single; Green: Single; Blue: Single): TFloatColor; overload; inline;
function Vector2D(X, Y: Single): TVector2D; inline;
function Vector3D(X, Y, Z: Single): TVector3D; inline;
function Vertex(X, Y, Z, NX, NY, NZ: Single; Color: TARGBColor; TU, TV: Single): TVertex; inline;

Types

BoolType = Boolean;
CharType = AnsiChar;
EnumType = type LongWord;
LongType = PtrInt ;
PackedType = type LongWord;
PARGBColor = ˆTARGBColor;
PBoundingBox = ˆTBoundingBox;
PCharType = PAnsiChar;
PDimension = ˆTDimension;
PEnumType = ˆEnumType;
PExposedVideoData = ˆTExposedVideoData;
PFloatColor = ˆTFloatColor;
PFloatRect = ˆTFloatRect;
PFog = ˆTFog;
PGUISpriteFrame = ˆTGUISpriteFrame;
PIrrlichtCreationParameters = ˆTIrrlichtCreationParameters;
PJoystick = ˆTJoystick;
PLight = ˆTLight;
PLine2D = ˆTLine2D;
PLine3D = ˆTLine3D;
PMaterial = ˆTMaterial;
PMaterialLayer = ˆTMaterialLayer;
PMatrix4 = ˆTMatrix4;
POverrideMaterial = ˆTOverrideMaterial;
PParticle = ˆTParticle;
PPlane = ˆTPlane;
PQuaternion = ˆTQuaternion;
PRenderTarget = ˆTRenderTarget;
PSkinnedMeshPositionKey = ˆTSkinnedMeshPositionKey;
PSkinnedMeshRotationKey = ˆTSkinnedMeshRotationKey;
PSkinnedMeshScaleKey = ˆTSkinnedMeshScaleKey;
PSkinnedMeshWeight = ˆTSkinnedMeshWeight;
PTriangle = ˆTTriangle;
PVector2D = ˆTVector2D;
PVector3D = ˆTVector3D;
PVertex = ˆTVertex;
PVertex2TCoords = ˆTVertex2TCoords;
PVertexTangents = ˆTVertexTangents;
PViewFrustum = ˆTViewFrustum;
StringType = UTF8String ;
TAnimatedMeshType = (...);
TAnsiStringArray = array of AnsiString;
TARGBColor = type LongWord;
TAttributeType = (...);
TAutomaticCulling = (...);
TBlendFactor = (...);
TBoneAnimationMode = (...);
TBoneSkinningSpace = (...);
TBufferType = (...);
TColorFormat = (...);
TColorPlane = (...);
TDeviceType = (...);
TFileArchiveType = (...);
TFileSystemType = (...);
TFogType = (...);
TGeometryShaderVersion = (...);
TGUIAlignment = (...);
TGUIButtonState = (...);
TGUIColumnOrdering = (...);
TGUIContextMenuCloseAction = (...);
TGUIDefaultColor = (...);
TGUIDefaultFont = (...);
TGUIDefaultIcon = (...);
TGUIDefaultSize = (...);
TGUIDefaultText = (...);
TGUIElementType = (...);
TGUIEventHandler = function(Sender: TEventDispatcher; Event: TGUIEvent) : Boolean of object;
TGUIEventType = (...);
TGUIFontType = (...);
TGUIListBoxColor = (...);
TGUIMessageBoxFlags = (...);
TGUIOrderingMode = (...);
TGUISkinType = (...);
TGUITableDrawFlags = (...);
THardwareMappingHint = (...);
TIndexType = (...);
TInterpolationMode = (...);
TIrrlichtEventHandler = function(Sender: TEventDispatcher; Event: TIrrlichtEvent) : Boolean of object;
TIrrlichtEventType = (...);
TJointUpdateMode = (...);
TJoystickAxisArray = array[0..JoystickAxisCount-1] of SmallInt;
TJoystickButtonSet = set of 0..JoystickButtonCount-1;
TJoystickEventHandler = function(Sender: TEventDispatcher; Event: TJoystickEvent) : Boolean of object;
TJoystickPovHatAvailability = (...);
TKeyAction = (...);
TKeyboardEventHandler = function(Sender: TEventDispatcher; Event: TKeyboardEvent) : Boolean of object;
TKeyCode = (...);
TLightType = (...);
TLogEventHandler = function(Sender: TEventDispatcher; Event: TLogEvent) : Boolean of object;
TLogLevel = (...);
TLongIntArray = array of LongInt;
TLongWordArray = array of LongWord;
TMaterialFlag = (...);
TMaterialType = (...);
TMD2Animation = (...);
TMeshManipulatorFunction = procedure(var Vertex: TVertex); cdecl;
TMeshManipulatorMethod = procedure(var Vertex: TVertex) of object;
TMeshWriterType = (...);
TMouseEventHandler = function(Sender: TEventDispatcher; Event: TMouseEvent) : Boolean of object;
TMouseEventType = (...);
TParticleAffectorType = (...);
TParticleArray = array of TParticle;
TParticleEmitterType = (...);
TPixelShaderVersion = (...);
TPrimitiveType = (...);
TRenderTargetType = (...);
TSceneNodeAnimatorType = (...);
TSceneNodeArray = array of TSceneNode;
TSceneNodeRenderPass = (...);
TSceneNodeType = (...);
TStringTypeArray = array of StringType;
TTerrainPatchSize = (...);
TTextFormat = (...);
TTextureCreationFlag = (...);
TTransformationState = (...);
TTriangleArray = array of TTriangle;
TUserEventHandler = function(Sender: TEventDispatcher; Event: TUserEvent) : Boolean of object;
TVertexShaderVersion = (...);
TVertexType = (...);
TVideoDriverFeature = (...);
TVideoDriverType = (...);
TViewFrustumPlane = (...);
TXMLNodeType = (...);
WCharType = type Word;

Constants

DoubleRoundingError: Double = 0.00000001;
JoystickAxisCount = 6;
JoystickButtonCount = 32;
MaxMaterialTextures = 4;
SingleRoundingError: Single = 0.000001;
UnitVector: TVector3D = (X:1; Y:1; Z:1);
ZeroVector: TVector3D = (X:0; Y:0; Z:0);

Description

Functions and Procedures

function ARGBColor(Red: Byte; Green: Byte; Blue: Byte): TARGBColor; overload; inline;

TARGBColor factory function returning a full opaque RGB color.

function ARGBColor(Alpha: Byte; Red: Byte; Green: Byte; Blue: Byte): TARGBColor; overload; inline;

TARGBColor factory function.

function Dimension(Width, Height: Single): TDimension; inline;

TDimension factory function.

function ExposedVideoData(Window: Pointer): TExposedVideoData; overload; inline;

TExposedVideoData factory function.

function ExposedVideoData: TExposedVideoData; overload; inline;

TExposedVideoData factory function.

function FloatColor(Alpha: Single; Red: Single; Green: Single; Blue: Single): TFloatColor; overload; inline;

TFloatColor factory function.

function FloatColor(Red: Single; Green: Single; Blue: Single): TFloatColor; overload; inline;

TFloatColor factory function returning a full opaque RGB color.

function Vector2D(X, Y: Single): TVector2D; inline;

TVector2D factory function.

function Vector3D(X, Y, Z: Single): TVector3D; inline;

TVector3D factory function.

function Vertex(X, Y, Z, NX, NY, NZ: Single; Color: TARGBColor; TU, TV: Single): TVertex; inline;

TVertex factory function.

Parameters
X
X position coordinate.
Y
Y position coordinate.
Z
Z position coordinate.
NX
X normal vector coordinate.
NY
Y normal vector coordinate.
NZ
Z normal vector coordinate.
Color
The vertex color.
TU
U texture coordinate.
TV
V texture coordinate.

Types

BoolType = Boolean;

Type corresponding to the C++ compiler's "bool" type.
Depending on it's size, it may be implemented as Boolean, LongWord or similar.

CharType = AnsiChar;

The character type corresponding to StringType.

EnumType = type LongWord;

Integral type corresponding to the C++ compiler's enumeration type.
Mostly used internally and in records.

LongType = PtrInt ;

Type resembling the compiler-dependent "long" C type.
Should always resolve to PtrInt.

PackedType = type LongWord;

Integral in the size the C++ compiler implements or pads bit fields in.
Bit fields are highly problematic in terms of portability; You should never rely on a PackedType value directly; use the particular record's flag acces methods instead.

PARGBColor = ˆTARGBColor;

Pointer To TARGBColor

PBoundingBox = ˆTBoundingBox;

Pointer to TBoundingBox.

PCharType = PAnsiChar;

Pointer to CharType , Zero-Terminated string type for StringType's Encoding.

PDimension = ˆTDimension;

Pointer to TDimension.

PEnumType = ˆEnumType;

Pointer to EnumType

PExposedVideoData = ˆTExposedVideoData;

Pointer to TExposedVideoData.

PFloatColor = ˆTFloatColor;

Pointer To TFloatColor.

PFloatRect = ˆTFloatRect;

Pointer to TFloatRect.

PFog = ˆTFog;

Pointer to TFog.

PGUISpriteFrame = ˆTGUISpriteFrame;

Pointer to TGUISpriteFrame.

PIrrlichtCreationParameters = ˆTIrrlichtCreationParameters;

Pointer to TIrrlichtCreationParameters.

PJoystick = ˆTJoystick;
 
PLight = ˆTLight;

Pointer to TLight.

PLine2D = ˆTLine2D;

Pointer to TLine2D.

PLine3D = ˆTLine3D;

Pointer to TLine3D.

PMaterial = ˆTMaterial;

Pointer to TMaterial.

PMaterialLayer = ˆTMaterialLayer;

Pointer to TMaterialLayer.

PMatrix4 = ˆTMatrix4;

Pointer to TMatrix4.

POverrideMaterial = ˆTOverrideMaterial;

Pointer to TOverrideMaterial.

PParticle = ˆTParticle;

Pointer to TParticle.

PPlane = ˆTPlane;

Pointer to TPlane.

PQuaternion = ˆTQuaternion;

Pointer to TQuaternion.

PRenderTarget = ˆTRenderTarget;

Pointer to TRenderTarget.

PSkinnedMeshPositionKey = ˆTSkinnedMeshPositionKey;

Pointer to TSkinnedMeshPositionKey.

PSkinnedMeshRotationKey = ˆTSkinnedMeshRotationKey;

Pointer to TSkinMeshRotationKey.

PSkinnedMeshScaleKey = ˆTSkinnedMeshScaleKey;

Pointer to TSkinnedMeshScaleKey.

PSkinnedMeshWeight = ˆTSkinnedMeshWeight;

Pointer to TSkinnedMeshWeight.

PTriangle = ˆTTriangle;

Pointer to TTriangle

PVector2D = ˆTVector2D;

Pointer to TVector2D.

PVector3D = ˆTVector3D;

Coordinate. Pointer to TVector3D.

PVertex = ˆTVertex;

Pointer to TVertex.

PVertex2TCoords = ˆTVertex2TCoords;

Pointer to TVertex2TCoords.

PVertexTangents = ˆTVertexTangents;

Pointer to TVertexTangents.

PViewFrustum = ˆTViewFrustum;

Pointer to TViewFrustum.

StringType = UTF8String ;

System-dependent type for Unicode Strings.
This resolves to UnicodeString on Windows and UTF8String on Unices.

TAnimatedMeshType = (...);

Possible types of (animated) meshes.

Values
  • amUnknown: Unknown animated mesh type.
  • amMD2: Quake 2 MD2 model file.
  • amMD3: Quake 3 MD3 model file.
  • amOBJ: Maya .obj static model.
  • amBSP: Quake 3 .bsp static Map.
  • am3DS: 3D Studio .3ds file.
  • amMy3D: My3D Mesh, the file format by Zhuck Dimitry.
  • amLMTS: Pulsar LMTools .lmts file.
  • amCSM: Cartography Shop .csm file.
  • amOCT: .oct file for Paul Nette's FSRad or from Murphy McCauley's Blender .oct exporter. The oct file format contains 3D geometry and lightmaps and can be loaded directly by Irrlicht.
  • amSkinned: Generic skinned mesh.
TAnsiStringArray = array of AnsiString;

Dynamic array of AnsiStrings

TARGBColor = type LongWord;

Type for 32-Bit ARGB colors.
Color is specified without an Alpha channel, but with some weird palette flags instead, So we define it as a new type here. Equals irr::video::SColor.

TAttributeType = (...);

Enumeration of attribute types.

Values
  • atInteger: Attribute is a LongInt
  • atFloat: Attribute is a Single
  • atString: Attribute is a StringType string
  • atBoolean: Attribute is a Boolean
  • atEnumeration: Attribute is an enumeration value
  • atColor: Attribute is a TARGBColor value
  • atFloatColor: Attribute is a TFloatColor value
  • atVector3D: Attribute is a TVector3D
  • atPoint: Attribute is a TPonit
  • atVector2D: Attribute is a TVector2D
  • atRectangle: Attribute is a TRect
  • atMatrix4: Attribute is a TMatrix4
  • atQuaternion: Attribute is a TQuaternion
  • atBoundingBox: Attribute is a TBoundingBox
  • atPlane: Attribute is a TPlane
  • atTriangle: Attribute is a TTriangle
  • atLine2D: Attribute is a TLine2D
  • atLine3D: Attribute is a TLine3D
  • atStringArray: Attribute is an array of StringType strings
  • atIntArray: Attribute is an array of LongInts
  • atFloatArray: Attribute is an array of Singles
  • atBinary: Attribute is a BLOB
  • atTexture: Attribute is a texture reference
  • atUserPointer: Attribute is a user-defined pointer
  • atUnknown = 25: Attribute is of unknown type
TAutomaticCulling = (...);

An enumeration for all types of automatic culling for built-in scene nodes.

Values
  • acOff = 0:  
  • acBox = 1:  
  • acFrustumBox = 2:  
  • acFrustumSphere = 4:  
TBlendFactor = (...);

Flag for mtOneTextureBlend,
BlendFunc = source * sourceFactor + dest * destFactor.

Values
  • bfZero: src & dest (0, 0, 0, 0)
  • bfOne: src & dest (1, 1, 1, 1)
  • bfDestColor: src (destR, destG, destB, destA)
  • bfOneMinusDestColor: src (1-destR, 1-destG, 1-destB, 1-destA)
  • bfSourceColor: dest (srcR, srcG, srcB, srcA)
  • bfOneMinusSourceColor: dest (1-srcR, 1-srcG, 1-srcB, 1-srcA)
  • bfSourceAlpha: src & dest (srcA, srcA, srcA, srcA)
  • bfOneMinusSourceAlpha: src & dest (1-srcA, 1-srcA, 1-srcA, 1-srcA)
  • bfDestAlpha: src & dest (destA, destA, destA, destA)
  • bfOneMinusDestAlpha: src & dest (1-destA, 1-destA, 1-destA, 1-destA)
  • bfSourceAlphaSaturate: src (min(srcA, 1-destA), idem, ...)
TBoneAnimationMode = (...);

Enumeration for different bone animation modes.

Values
  • bamAutomatic: The bone is usually animated, unless it's parent is not animated.
  • bamAnimated: The bone is animated by the skin, if it's parent is not animated then animation will resume from this bone onward.
  • bamUnanimated: The bone is not animated by the skin.
TBoneSkinningSpace = (...);

Undocumented.

Values
  • bssLocal: Local skinning (default)
  • bssGlobal: Global skinning
TBufferType = (...);
 
Values
  • btNone:  
  • btVertex:  
  • btIndex:  
  • btVertexAndIndex:  
TColorFormat = (...);

An enum for the color format of textures used by the Irrlicht Engine.
A color format specifies how color information is stored.

Values
  • cfA1R5G5B5: 16 bit color format used by the software driver.
    It is thus preferred by all other irrlicht engine video drivers. There are 5 bits for every color component, and a single bit is left for alpha information.
  • cfR5G6B5: Standard 16 bit color format.
  • cfR8G8B8: 24 bit color, no alpha channel, but 8 bit for red, green and blue.
  • cfA8R8G8B8: Default 32 bit color format. 8 bits are used for every component: red, green, blue and alpha.
  • cfR16F: 16 bit floating point format using 16 bits for the red channel.
    Floating Point formats. The following formats may only be used for render target textures.
  • cfG16R16F: 32 bit floating point format using 16 bits for the red channel and 16 bits for the green channel.
  • cfA16B16G16R16F: 64 bit floating point format 16 bits are used for the red, green, blue and alpha channels.
  • cfR32F: 32 bit floating point format using 32 bits for the red channel.
  • cfG32R32F: 64 bit floating point format using 32 bits for the red channel and 32 bits for the green channel.
  • cfA32B32G32R32F: 128 bit floating point format. 32 bits are used for the red, green, blue and alpha channels.
  • cfUnknown: Unknown color format.
TColorPlane = (...);

Enum values for enabling/disabling color planes for rendering.

Values
  • cpNone = 0: No color enabled.
  • cpAlpha = 1: Alpha enabled.
  • cpRed = 2: Red enabled.
  • cpGreen = 4: Green enabled.
  • cpBluee = 8: Blue enabled.
  • cpRGB = 14: All colors, no alpha.
  • cpAll = 15: All planes enabled.
TDeviceType = (...);

An enumeration for the different device types supported by the Irrlicht Engine.

Values
  • idWin32: A device native to Microsoft Windows. This device uses the Win32 API and works in all versions of Windows.
  • idWindowsCE: A device native to Windows CE devices. This device works on Windows Mobile, Pocket PC and Microsoft SmartPhone devices.
  • idX11: A device native to Unix style operating systems. This device uses the X11 windowing system and works in Linux, Solaris, FreeBSD, OSX and other operating systems which support X11.
  • idOSX: A device native to Mac OSX. This device uses Apple's Cocoa API and works in Mac OSX 10.2 and above.
  • idSDL: A device which uses Simple DirectMedia Layer. The SDL device works under all platforms supported by SDL but first must be compiled in by defining the IRR_USE_SDL_DEVICE macro in IrrCompileConfig.h.
  • idFrameBuffer: A device for raw framebuffer access. Best used with embedded devices and mobile systems. Does not need X11 or other graphical subsystems. May support hw-acceleration via OpenGL-ES for FBDirect.
  • idConsole: A simple text only device supported by all platforms. This device allows applications to run from the command line without opening a window. It can render the output of the software drivers to the console as ASCII. It only supports mouse and keyboard in Windows operating systems.
  • idAuto: This selection allows Irrlicht to choose the best device from the ones available. If this selection is chosen then Irrlicht will try to use the IrrlichtDevice native to your operating system. If this is unavailable then the X11, SDL and then console device will be tried. This ensures that Irrlicht will run even if your platform is unsupported, although it may not be able to render anything.
TFileArchiveType = (...);

Contains the different types of archives.

Values
  • faPAK = $4b4150: An ID Software PAK archive.
  • faNPK = $4b504e: A Nebula Device archive.
  • faZip = $50495a: A common PKZIP archive.
  • faTar = $524154: A Tape ARchive.
  • faUnknown = $6e6b6e75: The type of this archive is unknown.
  • faGZip = $70697a67: A gzip archive.
  • faFolder = $72646c66: A virtual directory.
TFileSystemType = (...);

Enumeration of available file system modes.

Values
  • fsNative: Path names resolve to real files.
  • fsVirtual: Path names may resolve to internally loaded archives.
TFogType = (...);

Enum for the types of fog distributions to choose from.

Values
  • ftExp:  
  • ftLinear:  
  • ftExp2:  
TGeometryShaderVersion = (...);
 
Values
  • gsVersion40:  
TGUIAlignment = (...);

Enumeration of element alignment modes.

Values
  • alUpperLeft:  
  • alLowerRight: Aligned to the upper left corner
  • alCenter: Aligned to the lower right corner
  • alScale: Aligned to the parent's center
TGUIButtonState = (...);

Enumeration of different TGUIButton states.

Values
  • bsButtonUp: The button is not pressed.
  • bsButtonDown: The button is currently pressed down.
  • bsButtonMouseOver: The mouse cursor is over the button.
  • bsButtonMouseOff: The mouse cursor is not over the button.
  • bsButtonFocused: The button has the focus.
  • bsButtonNotFocused: The button doesn't have the focus.
TGUIColumnOrdering = (...);

Modes for ordering used when a column header is clicked.

Values
  • coNone: Do not use ordering.
  • coCustom: Send a geTableHeaderChanged message for manual ordering.
  • coAscending: Sort ascending by ASCII value.
  • coDescending: Sort descending by ASCII value.
  • coFlipAscendingDescending: Toggle between ascending and descending.
TGUIContextMenuCloseAction = (...);
 
Values
  • mcaIgnore:  
  • mcaRemove:  
  • mcaHide:  
TGUIDefaultColor = (...);

Enumeration for skin colors.

Values
  • dc3DDarkShadow: Dark shadow for three-dimensional display elements.
  • dc3DShadow: Shadow color for three-dimensional display elements (for edges facing away from the light source).
  • dc3DFace: Face color for three-dimensional display elements and for dialog box backgrounds.
  • dc3DHighlight: Highlight color for three-dimensional display elements (for edges facing the light source.).
  • dc3DLight: Light color for three-dimensional display elements (for edges facing the light source.).
  • dcActiveBorder: Active window border.
  • dcActiveCaption: Active window title bar text.
  • dcAppWorkspace: Background color of multiple document interface (MDI) applications.
  • dcButtonText: Text on a button.
  • dcGrayText: Grayed (disabled) text.
  • dcHighlight: Item(s) selected in a control.
  • dcHighlightText: Text of item(s) selected in a control.
  • dcInactiveBorder: Inactive window border.
  • dcInactiveCaption: Inactive window caption.
  • dcToolTip: Tool tip text color.
  • dcToolTipBackground: Tool tip background color.
  • dcScrollBar: Scrollbar gray area.
  • dcWindow: Window background.
  • dcWindowSymbol: Window symbols like on close buttons, scroll bars and check boxes.
  • dcIcon: Icons in a list or tree.
  • dcIconHighlight: Selected icons in a list or tree.
TGUIDefaultFont = (...);

(Undocumented.)

Values
  • dfDefault: For static text, edit boxes, lists and most other places.
  • dfButton: Font for buttons.
  • dfWindow: Font for window title bars.
  • dfMenu: Font for menu items.
  • dfToolTop: Font for tooltips.
TGUIDefaultIcon = (...);

Customizable symbols for GUI.

Values
  • diWindowMaximize: Maximize window button.
  • diWindowRestore: Restore window button.
  • diWindowClose: Close window button.
  • diWindowMinimize: Minimize window button.
  • diWindowResize: Resize icon for bottom right corner of a window.
  • diCursorUp: Scroll bar up button.
  • diCursorDown: Scroll bar down button.
  • diCursorLeft: Scroll bar left button.
  • diCursorRight: Scroll bar right button.
  • diMenuMore: Icon for menu children.
  • diCheckBoxChecked: Tick for checkbox.
  • diDropDown: Down arrow for dropdown menus.
  • diSmallCursorUp: Smaller up arrow.
  • diSmallCursorDown: Smaller down arrow.
  • diRadioButtonChecked: Selection dot in a radio button.
  • diMoreLeft: "<<" icon indicating there is more content to the left.
  • diMoreRight: ">>" icon indicating that there is more content to the right.
  • diMoreUp: Icon indicating that there is more content above.
  • diMoreDown: Icon indicating that there is more content below.
  • diExpand: Plus icon for trees.
  • diCollapse: Minus icon for trees.
  • diFile: File icon for file selection.
  • diDirectory: Folder icon for file selection.
TGUIDefaultSize = (...);

Enumeration for default sizes.

Values
  • dsScrollBarSize: Default with / height of a scrollbar.
  • dsMenuHeight: Default height of a menu.
  • dsWindowButtonWidth: Default button width.
  • dsCheckBoxWidth: Default check box width.
  • dsMessageBoxWidth: Deprecated.
  • dsMessageBoxHeight: Deprecated.
  • dsButtonWidth: Default button width.
  • dsButtonHeight: Default button height.
  • dsTextDistanceX: Horizontal distance for a text from the background.
  • dsTextDistanceY: Vertical distance for a text from the background.
  • dsTitleBarTextDistanceX: Distance for a text in the title bar, from the left of the window rect.
  • dsTitleBarTextDistanceY: Distance for a text in the title bar, from the top of the window rect.
  • dsMessageBoxGapSpace: The free space in a MessageBox between borders and contents on all sides.
  • dsMessageBoxMinTextWidth: Minimal space to reserve for messagebox text-width.
  • dsMessageBoxMaxTextWidth: Maximal space to reserve for messagebox text-width.
  • dsMessageBoxMinTextHeight: Minimal space to reserve for messagebox text-height.
  • dsMessageBoxMaxTextHeight: Maximal space to reserve for messagebox text-height.
TGUIDefaultText = (...);

(Undocumented).

Values
  • dtMessageBoxOK: Text for the OK button on a message box.
  • dtMessageBoxCancel: Text for the Cancel button on a message box.
  • dtMessageBoxYes: Text for the Yes button on a message box.
  • dtMessageBoxNo: Text for the No button on a message box.
  • dtWindowClose: Tooltip text for window close button.
  • dtWindowMaximize: Tooltip text for window maximize button.
  • dtWindowMinimize: Tooltip text for window minimize button.
  • dtWindowRestore: Tooltip text for window restore button.
TGUIElementType = (...);

Enumeration of GUI Element types.

Values
TGUIEventHandler = function(Sender: TEventDispatcher; Event: TGUIEvent) : Boolean of object;

Pointer to a function handling GUI events.

TGUIEventType = (...);

Enumeration for all events which are sendable by the GUI environment.

Values
  • geElementFocusLost: A gui element has lost its focus.
    GUIEvent.Caller is losing the focus to GUIEvent.Element. If the event is absorbed then the focus will not be changed.
  • geElementFocused: A gui element has got the focus.
    If the event is absorbed then the focus will not be changed.
  • geElementHovered: The mouse cursor hovered over a gui element.
  • geElementLeft: The mouse cursor left the hovered element.
  • geElementClosed: An element would like to close. Windows and context menus use this event when they would like to close, this can be cancelled by absorbing the event.
  • geButtonClicked: A button was clicked.
  • geScrollBarChanged: A scrollbar has changed its position.
  • geCheckBoxChanged: A checkbox has changed its check state.
  • geListBoxChanged: A new item in a listbox was selected.
    Note: You also get this event currently when the same item was clicked again after more than 500 ms.
  • geListBoxSelectedAgain: An item in the listbox was selected, which was already selected.
    Note: You get the event currently only if the item was clicked again within 500 ms or selected by "enter" or "space".
  • geFileSelected: A file has been selected in the file dialog.
  • geDirectorySelected: A directory has been selected in the file dialog.
  • geFileChooseDialogCancelled: A file open dialog has been closed without choosing a file.
  • geMessageBoxYes: 'Yes' was clicked on a messagebox
  • geMessageBoxNo: 'No' was clicked on a messagebox
  • geMessageBoxOK: 'OK' was clicked on a messagebox
  • geMessageBoxCancel: 'Cancel' was clicked on a messagebox
  • geEditBoxEnter: In an editbox 'ENTER' was pressed.
  • geEditBoxChanged: The text in an editbox was changed.
    This does not include automatic changes in text-breaking.
  • geEditBoxMarkingChanged: The marked area in an editbox was changed.
  • geTagChanged: The tab was changed in an tab control.
  • geMenuItemSelected: A menu item was selected in a (context) menu.
  • geComboBoxChanged: The selection in a combo box has been changed.
  • geSpinBoxChanged: The value of a spin box has changed.
  • geTableChanged: A table has changed.
  • geTableHeaderChanged: Undocumented.
  • geTableSelectedAgain: Undocumented.
  • geTreeViewNodeDeselect: A tree view node lost selection. See TGUITreeView.GetLastEventNode.
  • geTreeViewNodeSelect: A tree view node was selected. See TGUITreeView.GetLastEventNode.
  • geTreeViewNodeExpand: A tree view node was expanded. See TGUITreeView.GetLastEventNode.
  • geTreeViewNodeCollapse: A tree view node was collapsed. See TGUITreeView.GetLastEventNode.
TGUIFontType = (...);

An enum for the different types of GUI font.

Values
  • ftBitmap: Bitmap fonts loaded from an XML file or a texture.
  • ftVector: Scalable vector fonts loaded from an XML file.
    These fonts reside in system memory and use no video memory until they are displayed. These are slower than bitmap fonts but can be easily scaled and rotated.
  • ftNative: A font which uses a the native API provided by the operating system.
    Currently not used.
  • ftCustom: An external font type provided by the user.
TGUIListBoxColor = (...);

Enumeration for listbox colors.

Values
  • lbcText: Color of text.
  • lbcTextHighlight: Color of selected text.
  • lbcIcon: Color of icon.
  • lbcIconHighlight: Color of selected icon.
TGUIMessageBoxFlags = (...);

Enumeration for message box layout flags

Values
  • mbOK = 1: Flag for the ok button.
  • mbCancel = 2: Flag for the cancel button.
  • mbYes = 4: Flag for the yes button.
  • mbNo = 8: Flag for the no button.
TGUIOrderingMode = (...);

Undocumented.

Values
  • omNone: No element ordering.
  • omAscending: Elements are ordered from the smallest to the largest.
  • omDescending: Elements are ordered from the largest to the smallest.
TGUISkinType = (...);

Enumeration of available default skins.
To set one of the skins, use the following code, for example to set the Windows classic skin:

    var Skin: TGUISkin;
    ...
    Skin := TGUIEnvironment.CreateSkin(gsWindowsClassic);
    GUIEnvironment.SetSkin(Skin);
    Skin.Drop;
        

Values
  • gsWindowsClassic: Default windows look and feel.
  • gsWindowsMetallic: Like the former, but with metallic shaded windows and buttons.
  • gsBurningSkin: Burning's skin.
  • gsUnknown: An unknown skin, not serializable at present.
TGUITableDrawFlags = (...);

Undocumented.

Values
  • tdfRows = 1:  
  • tdfColumns = 2:  
  • tdfActiveRow = 4:  
THardwareMappingHint = (...);
 
Values
  • mapNever:  
  • mapStatic:  
  • mapDynamic:  
  • mapStream:  
TIndexType = (...);

Enumeration of index types used by the video driver.
Equals irr::video::E_INDEX_TYPE.

Values
  • it16Bit: 16 bit index.
  • it32Bit: 32 bit index.
TInterpolationMode = (...);

Methods of interpolation between animation frames.

Values
  • imConstant:  
  • imLinear:  
TIrrlichtEventHandler = function(Sender: TEventDispatcher; Event: TIrrlichtEvent) : Boolean of object;

Pointer to a function handling any type of event.

TIrrlichtEventType = (...);
 
Values
TJointUpdateMode = (...);
 
Values
  • jmNone:  
  • jmReadJoints:  
  • jmControlJoints:  
TJoystickAxisArray = array[0..JoystickAxisCount-1] of SmallInt;

Joystick axis position array. Used by TJoystickEvent;

TJoystickButtonSet = set of 0..JoystickButtonCount-1;

Button state bit map. Used by TJoystickEvent.

TJoystickEventHandler = function(Sender: TEventDispatcher; Event: TJoystickEvent) : Boolean of object;

Pointer to a function handling joystick events.

TJoystickPovHatAvailability = (...);
 
Values
  • jphPresent:  
  • jphAbsent:  
  • jphUnknown:  
TKeyAction = (...);

enumeration for key actions. Used for example in the FPS Camera.

Values
  • kaMoveForward:  
  • kaMoveBackward:  
  • kaStrafeLeft:  
  • kaStrafeRight:  
  • kaJumpUp:  
  • kaCrouch:  
TKeyboardEventHandler = function(Sender: TEventDispatcher; Event: TKeyboardEvent) : Boolean of object;

Pointer to a function handling keyboard events.

TKeyCode = (...);

Undocumented.

Values
  • keyLButton = $01: Left mouse button
  • keyRButton = $02: Right mouse button
  • keyCancel = $03: Control-break processing
  • keyMbutton = $04: Middle mouse button (three-button mouse)
  • keyXButton1 = $05: Windows 2000/XP: X1 mouse button
  • keyXButton2 = $06: Windows 2000/XP: X2 mouse button
  • keyBack = $08: BACKSPACE key
  • keyTab = $09: TAB key
  • keyClear = $0C: CLEAR key
  • keyReturn = $0D: ENTER key
  • keyShift = $10: SHIFT key
  • keyControl = $11: CTRL key
  • keyMenu = $12: ALT key
  • keyPause = $13: PAUSE key
  • keyCapital = $14: CAPS LOCK key
  • keyKana = $15: IME Kana mode
  • keyHanguel = $15: IME Hanguel mode (maintained for compatibility use KEY_HANGUL)
  • keyHangul = $15: IME Hangul mode
  • keyJunja = $17: IME Junja mode
  • keyFinal = $18: IME final mode
  • keyHanja = $19: IME Hanja mode
  • keyKanji = $19: IME Kanji mode
  • keyEscape = $1B: ESC key
  • keyConvert = $1C: IME convert
  • keyNonConvert = $1D: IME nonconvert
  • keyAccept = $1E: IME accept
  • keyModeChange = $1F: IME mode change request
  • keySpace = $20: SPACEBAR
  • keyPrior = $21: PAGE UP key
  • keyNext = $22: PAGE DOWN key
  • keyEnd = $23: END key
  • keyHome = $24: HOME key
  • keyLeft = $25: LEFT ARROW key
  • keyUp = $26: UP ARROW key
  • keyRight = $27: RIGHT ARROW key
  • keyDown = $28: DOWN ARROW key
  • keySelect = $29: SELECT key
  • keyPrint = $2A: PRINT key
  • keyExecut = $2B: EXECUTE key
  • keySnapshot = $2C: PRINT SCREEN key
  • keyInsert = $2D: INS key
  • keyDelete = $2E: DEL key
  • keyHelp = $2F: HELP key
  • keyLetter0 = $30: 0 key
  • keyLetter1 = $31: 1 key
  • keyLetter2 = $32: 2 key
  • keyLetter3 = $33: 3 key
  • keyLetter4 = $34: 4 key
  • keyLetter5 = $35: 5 key
  • keyLetter6 = $36: 6 key
  • keyLetter7 = $37: 7 key
  • keyLetter8 = $38: 8 key
  • keyLetter9 = $39: 9 key
  • keyLetterA = $41: A key
  • keyLetterB = $42: B key
  • keyLetterC = $43: C key
  • keyLetterD = $44: D key
  • keyLetterE = $45: E key
  • keyLetterF = $46: F key
  • keyLetterG = $47: G key
  • keyLetterH = $48: H key
  • keyLetterI = $49: I key
  • keyLetterJ = $4A: J key
  • keyLetterK = $4B: K key
  • keyLetterL = $4C: L key
  • keyLetterM = $4D: M key
  • keyLetterN = $4E: N key
  • keyLetterO = $4F: O key
  • keyLetterP = $50: P key
  • keyLetterQ = $51: Q key
  • keyLetterR = $52: R key
  • keyLetterS = $53: S key
  • keyLetterT = $54: T key
  • keyLetterU = $55: U key
  • keyLetterV = $56: V key
  • keyLetterW = $57: W key
  • keyLetterX = $58: X key
  • keyLetterY = $59: Y key
  • keyLetterZ = $5A: Z key
  • keyLeftWin = $5B: Left Windows key (Microsoft® Natural® keyboard)
  • keyRightWin = $5C: Right Windows key (Natural keyboard)
  • keyApps = $5D: Applications key (Natural keyboard)
  • keySleep = $5F: Computer Sleep key
  • keyNumpad0 = $60: Numeric keypad 0 key
  • keyNumpad1 = $61: Numeric keypad 1 key
  • keyNumpad2 = $62: Numeric keypad 2 key
  • keyNumpad3 = $63: Numeric keypad 3 key
  • keyNumpad4 = $64: Numeric keypad 4 key
  • keyNumpad5 = $65: Numeric keypad 5 key
  • keyNumpad6 = $66: Numeric keypad 6 key
  • keyNumpad7 = $67: Numeric keypad 7 key
  • keyNumpad8 = $68: Numeric keypad 8 key
  • keyNumpad9 = $69: Numeric keypad 9 key
  • keyMultiply = $6A: Multiply key
  • keyAdd = $6B: Add key
  • keySeparator = $6C: Separator key
  • keySubtract = $6D: Subtract key
  • keyDecimal = $6E: Decimal key
  • keyDivide = $6F: Divide key
  • keyF1 = $70: F1 key
  • keyF2 = $71: F2 key
  • keyF3 = $72: F3 key
  • keyF4 = $73: F4 key
  • keyF5 = $74: F5 key
  • keyF6 = $75: F6 key
  • keyF7 = $76: F7 key
  • keyF8 = $77: F8 key
  • keyF9 = $78: F9 key
  • keyF10 = $79: F10 key
  • keyF11 = $7A: F11 key
  • keyF12 = $7B: F12 key
  • keyF13 = $7C: F13 key
  • keyF14 = $7D: F14 key
  • keyF15 = $7E: F15 key
  • keyF16 = $7F: F16 key
  • keyF17 = $80: F17 key
  • keyF18 = $81: F18 key
  • keyF19 = $82: F19 key
  • keyF20 = $83: F20 key
  • keyF21 = $84: F21 key
  • keyF22 = $85: F22 key
  • keyF23 = $86: F23 key
  • keyF24 = $87: F24 key
  • keyNumLock = $90: NUM LOCK key
  • keyScrollLock = $91: SCROLL LOCK key
  • keyLeftShift = $A0: Left SHIFT key
  • keyRightShift = $A1: Right SHIFT key
  • keyLeftControl = $A2: Left CONTROL key
  • keyRightControl = $A3: Right CONTROL key
  • keyLeftMenu = $A4: Left MENU key
  • keyRightMenu = $A5: Right MENU key
  • keyPlus = $BB: Plus Key (+)
  • keyComma = $BC: Comma Key (,)
  • keyMinus = $BD: Minus Key (-)
  • keyPeriod = $BE: Period Key (.)
  • keyAttn = $F6: Attn key
  • keyCrSel = $F7: CrSel key
  • keyExSel = $F8: ExSel key
  • keyEraseEOF = $F9: Erase EOF key
  • keyPlay = $FA: Play key
  • keyZoom = $FB: Zoom key
  • keyPA1 = $FD: PA1 key
  • keyOEMClear = $FE: Clear key
TLightType = (...);

Enumeration for different types of lights.

Values
  • ltPoint: Point light, it has a position in space and radiates light in all directions
  • ltSpot: Spot light, it has a position in space, a direction, and a limited cone of influence
  • ltDirectional: Directional light, coming from a direction from an infinite distance
TLogEventHandler = function(Sender: TEventDispatcher; Event: TLogEvent) : Boolean of object;

Pointer to a function handling logger events.

TLogLevel = (...);

Possible log levels.

Values
  • llInformation: High log level, warnings, errors and important information texts are printed out.
  • llWarning: Default log level, warnings and errors are printed out.
  • llError: Low log level, only errors are printed into the log.
  • llNone: Nothing is printed out to the log.
TLongIntArray = array of LongInt;

Dynamic array of LongInt.

TLongWordArray = array of LongWord;

Dynamic array of LongWord.

TMaterialFlag = (...);

Material flags.

Values
  • mfWireframe = 1: Draw as wireframe or filled triangles? Default: false.
  • mfPointCloud = 2: Draw as point cloud or filled triangles? Default: false.
  • mfGouraudShading = 4: Flat or Gouraud shading? Default: true.
  • mfLighting = 8: Will this material be lighted? Default: true.
  • mfZBuffer = 16: Is the ZBuffer enabled? Default: true.
  • mfZWriteEnable = 32: May be written to the zbuffer or is it readonly. Default: true. This flag is ignored, if the material type is a transparent type.
  • mfBackfaceCulling = 64: Is backface culling enabled? Default: true.
  • mfFrontfaceCulling = 128: Is frontface culling enabled? Default: false. Overrides mfBackfaceCulling if both are enabled.
  • mfBilinearFilter = 256: Is bilinear filtering enabled? Default: true.
  • mfTrilinearFilter = 512: Is trilinear filtering enabled? Default: false. If the trilinear filter flag is enabled, the bilinear filtering flag is ignored.
  • mfAnisotropicFilter = 1024: Is anisotropic filtering? Default: false. In Irrlicht you can use anisotropic texture filtering in conjunction with bilinear or trilinear texture filtering to improve rendering results. Primitives will look less blurry with this flag switched on.
  • mfFogEnable = 2048: Is fog enabled? Default: false.
  • mfNormalizeNormals = 4096: Normalizes normals. Default: false. You can enable this if you need to scale a dynamic lighted model. Usually, its normals will get scaled too then and it will get darker. If you enable the mfNormalizeNormals flag, the normals will be normalized again, and the model will look as bright as it should.
  • mfTextureWrap = 8192: Access to all layers texture wrap settings. Overwrites separate layer settings.
  • mfAntiAliasing = 16384: AntiAliasing mode.
  • mfColorMask = 32768: ColorMask bits, for enabling the color planes.
  • mfColorMaterial = 65536: ColorMaterial enum for vertex color interpretation.
TMaterialType = (...);
 
Values
  • mtSolid: Standard solid material. Only first texture is used, which is supposed to be the diffuse material.
  • mtSolid2Layer: Solid material with 2 texture layers. The second is blended onto the first using the alpha value of the vertex colors. This material is currently not implemented in OpenGL.
  • mtLightmap: Material type with standard lightmap technique. There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored.
  • mtLightmapAdd: Material type with lightmap technique like mtLightmaö. But lightmap and diffuse texture are added instead of modulated.
  • mtLightmapM2: Material type with standard lightmap technique. There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplied by 2 for brightening. Like known in DirectX as D3DTOP_MODULATE2X.
  • mtLightmapM4: Material type with standard lightmap technique. There should be 2 textures: The first texture layer is a diffuse map, the second is a light map. Dynamic light is ignored. The texture colors are effectively multiplyied by 4 for brightening. Like known in DirectX as D3DTOP_MODULATE4X.
  • mtLightmapLighting: Like mtLightMap, but also supports dynamic lighting.
  • mtLightmapLightingM2: Like mtLightMapM2, but also supports dynamic lighting.
  • mtLightmapLightingM4: Like mtLightMapM4, but also supports dynamic lighting.
  • mtDetailMap: Detail mapped material. The first texture is diffuse color map, the second is added to this and usually displayed with a bigger scale value so that it adds more detail. The detail map is added to the diffuse map using ADD_SIGNED, so that it is possible to add and substract color from the diffuse map. For example a value of (127,127,127) will not change the appearance of the diffuse map at all. Often used for terrain rendering.
  • mtSphereMap: Look like a reflection of the environment around it. To make this possible, a texture called 'sphere map' is used, which must be set as the first texture.
  • mtReflection2Layer: A reflecting material with an optional non reflecting texture layer. The reflection map should be set as first texture.
  • mtTransparentAddColor: A transparent material. Only the first texture is used. The new color is calculated by simply adding the source color and the dest color. This means if for example a billboard using a texture with black background and a red circle on it is drawn with this material, the result is that only the red circle will be drawn a little bit transparent, and everything which was black is 100% transparent and not visible. This material type is useful for particle effects.
  • mtTransparentAlphaChannelRef: Makes the material transparent based on the texture alpha channel. The final color is blended together from the destination color and the texture color, using the alpha channel value as blend factor. Only first texture is used. If you are using this material with small textures, it is a good idea to load the texture in 32 bit mode (TVideoDriver.SetTextureCreationFlag). Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam. This value controls how sharp the edges become when going from a transparent to a solid spot on the texture. mtTransparentAlphaChannel, Makes the material transparent based on the texture alpha channel. If the alpha channel value is greater than 127, a pixel is written to the target, otherwise not. This material does not use alpha blending and is a lot faster than mtTransparentAlphaChannel. It is ideal for drawing stuff like leafes of plants, because the borders are not blurry but sharp. Only first texture is used. If you are using this material with small textures and 3d object, it is a good idea to load the texture in 32 bit mode (TVideoDriver.SetTextureCreationFlag).
  • mtTransparentReflection2Layer: Makes the material transparent based on the vertex alpha value. mtTransparentVertexAlpha, A transparent reflecting material with an optional additional non reflecting texture layer. The reflection map should be set as first texture. The transparency depends on the alpha value in the vertex colors. A texture which will not reflect can be set as second texture. Please note that this material type is currently not 100% implemented in OpenGL.
  • mtNormalMapTransparentVertexAlpha: A solid normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type TVertexTangents (vtTangents). You can convert any mesh into this format using TMeshManipulator.CreateMeshWithTangents (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen. mtNormalMapSolid, A transparent normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (vtTangents). You can convert any mesh into this format using TMeshManipulator.CreateMeshWithTangents (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen. mtNormalMapTransparentAddColor, A transparent (based on the vertex alpha value) normal map renderer. First texture is the color map, the second should be the normal map. Note that you should use this material only when drawing geometry consisting of vertices of type S3DVertexTangents (vtTangents). You can convert any mesh into this format using TMeshManipulator.CreateMeshWithTangents (See SpecialFX2 Tutorial). This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and falls back to a fixed function lighted material if this hardware is not available. Only two lights are supported by this shader, if there are more, the nearest two are chosen.
  • mtParallaxMapSolid: Just like mtNormalMapSolid, but uses parallax mapping. Looks a lot more realistic. This only works when the hardware supports at least vertex shader 1.1 and pixel shader 1.4. First texture is the color map, the second should be the normal map. The normal map texture should contain the height value in the alpha component. The TVideoDriver.MakeNormalMapTexture method writes this value automatically when creating normal maps from a heightmap when using a 32 bit texture. The height scale of the material (affecting the bumpiness) is being controlled by the TMaterial.MaterialTypeParam member. If set to zero, the default value (0.02f) will be applied. Otherwise the value set in TMaterial.MaterialTypeParam is taken. This value depends on with which scale the texture is mapped on the material. Too high or low values of MaterialTypeParam can result in strange artifacts.
  • mtParallaxMapTransparentVertexAlpha: A material like mtParallaxMapSolid, but transparent. Using mtTransparentAddColor as base material. mtParallaxMapTransparentAddColor, A material like mtParallaxMapSolid, but transparent. Using mtTransparentVertexAlpha as base material.
  • mtOneTextureBlend: BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC ). Using only first texture. Generic blending method.
TMD2Animation = (...);

Types of standard MD2 animations.

Values
  • maStand:  
  • maRun:  
  • maAttack:  
  • maPainA:  
  • maPainB:  
  • maPainC:  
  • maJump:  
  • maFlip:  
  • maSalute:  
  • maFallback:  
  • maWave:  
  • maPoint:  
  • maCrouchStrand:  
  • maCrouchWalk:  
  • maCrouchAttack:  
  • maCrouchPain:  
  • maCrouchDeath:  
  • maDeathFallBack:  
  • maDeathFallForward:  
  • maDeathFallBackSlow:  
  • maBoom:  
TMeshManipulatorFunction = procedure(var Vertex: TVertex); cdecl;

A function manipulating a single vertex.
This function pointer type replaces the irr::IMeshManipulator::Apply 'Functor' template argument.

TMeshManipulatorMethod = procedure(var Vertex: TVertex) of object;

A member function manipulating a single vertex.
This function pointer type replaces the irr::IMeshManipulator::Apply 'Functor' template argument.

TMeshWriterType = (...);

An enumeration for all supported types of built-in mesh writers.
A scene mesh writers is represented by a four character code such as 'irrm' or 'coll' instead of simple numbers, to avoid name clashes with external mesh writers.

Values
  • mwOBJ = $306a626f: OBJ mesh writer for .obj files.
  • mwSTL = $306c7473: STL mesh writer for .stl files.
  • mwPLY = $30796c70: PLY mesh writer for .ply files.
  • mwCollada = $6c6c6f63: COLLADA mesh writer for .dae and .xml files.
  • mwIrrMesh = $6d727269: Irrlicht native mesh writer for .irrmesh files
TMouseEventHandler = function(Sender: TEventDispatcher; Event: TMouseEvent) : Boolean of object;

Pointer to a function handling mouse events.

TMouseEventType = (...);

Enumeration for all mouse input events.

Values
  • meLeftDown: Left mouse button was pressed down.
  • meRightDown: Right mouse button was pressed down.
  • meMiddleDown: Middle mouse button was pressed down.
  • meLeftUp: Left mouse button was left up.
  • meRightUp: Right mouse button was left up.
  • meMiddleUp: Middle mouse button was left up.
  • meMouseMove: The mouse cursor changed its position.
  • meMouseWheel: The mouse wheel was moved.
    Use Wheel value in event data to find out in what direction and how fast.
  • meLeftDoubleClick: Left mouse button double click.
    This event is generated after the second meLeftDown event.
  • meRightDoubleClick: Right mouse button double click.
    This event is generated after the second meRightDown event.
  • meMiddleDoubleClick: Middle mouse button double click.
    This event is generated after the second meMiddleDown event.
  • meLeftTripleClick: Left mouse button triple click.
    This event is generated after the third meLeftDown event.
  • meRightTripleClick: Right mouse button triple click.
    This event is generated after the third meRightDown event.
  • meMiddleTripleClick: Middle mouse button triple click.
    This event is generated after the third meMiddleDown event.
TParticleAffectorType = (...);

Types of built in particle affectors.

Values
  • paNone:  
  • paAttract:  
  • paFadeOut:  
  • paGravity:  
  • paRotate:  
  • paScale:  
TParticleArray = array of TParticle;

Dynamic array of TParticle.

TParticleEmitterType = (...);

Types of built in particle emitters.

Values
  • pePoint:  
  • peAnimatedMesh:  
  • peBox:  
  • peCylinder:  
  • peMesh:  
  • peRing:  
  • peSphere:  
TPixelShaderVersion = (...);
 
Values
  • psVersion11:  
  • psVersio12:  
  • psVersion13:  
  • psVersion14:  
  • psVersion20:  
  • psVersion2a:  
  • psVersion2b:  
  • psVersion30:  
  • psVersion40:  
  • psVersion41:  
  • psVersion50:  
TPrimitiveType = (...);

Enumeration of geometry primitive types.
Equals irr::scnene::E_PRIMITIVE_TYPE

Values
  • ptPoints: All vertices are non-connected points.
  • ptLineStrip: All vertices form a single connected line.
  • ptLineLoop: Just as LINE_STRIP, but the last and the first vertex is also connected.
  • ptLines: Every two vertices are connected creating n/2 lines.
  • ptTriangleStrip: After the first two vertices each vertex defines a new triangle. Always the two last and the new one form a new triangle.
  • ptTriangleFan: After the first two vertices each vertex defines a new triangle. All around the common first vertex.
  • ptTriangles: Explicitly set all vertices for each triangle.
  • ptQuadStrip: After the first two vertices each further two vetices create a quad with the preceding two
  • ptQuads: Every four vertices create a quad.
  • ptPolygon: Just as LINE_LOOP, but filled.
  • ptPointSprites: The single vertices are expanded to quad billboards on the GPU.
TRenderTargetType = (...);

Special render targets, which usually map to dedicated hardware.
These render targets (besides 0 and 1) need not be supported by gfx cards.

Values
  • rtFrameBuffer: Render target is the main color frame buffer.
  • rtRenderTexture: Render target is a render texture.
  • rtMultiRenderTextures: Multi-Render target textures.
  • rtStereoLeftBuffer: Render target is the main color frame buffer.
  • rtStereoRightBuffer: Render target is the right color buffer (left is the main buffer).
  • rtStereoBothBuffers: Render to both stereo buffers at once.
  • rtAuxBuffer0: Auxiliary buffer 0.
  • rtAuxBuffer1: Auxiliary buffer 1.
  • rtAuxBuffer2: Auxiliary buffer 2.
  • rtAuxBuffer3: Auxiliary buffer 3.
  • rtAuxBuffer4: Auxiliary buffer 4.
TSceneNodeAnimatorType = (...);
 
Values
  • snaFlyCircle:  
  • snaFlyStraight:  
  • snaFollowSpline:  
  • snaRotation:  
  • snaTexture:  
  • snaDeletion:  
  • snaCollisionResponse:  
  • snaCameraFPS:  
  • snaCameraMaya:  
  • snaUnknown = 10:  
TSceneNodeArray = array of TSceneNode;

Dynamic array of TSceneNode

TSceneNodeRenderPass = (...);

Enumeration for render passes.
A parameter passed to the RegisterNodeForRendering method of the TSceneManager, specifying when the node wants to be drawn in relation to the other nodes.

Values
  • srpNone = 0: No pass currently active.
  • srpCamera = 1: Camera pass. The active view is set up here. The very first pass.
  • srpLight = 2: In this pass, lights are transformed into camera space and added to the driver.
  • srpSkyBox = 4: This is used for sky boxes.
  • srpSolid = 8: Solid scene nodes or special scene nodes without materials.
  • srpTransparent = 16: Transparent scene nodes, drawn after solid nodes. They are sorted from back to front and drawn in that order.
  • srpAutomatic = 24: All normal objects can use this for registering themselves.
    This value will never be returned by TSceneManager.GetSceneNodeRenderPass. The scene manager will determine by itself if an object is transparent or solid and register the object as srpTransparent or srpSolid automatically if you call RegisterNodeForRendering with this value (which is default). Note that it will register the node only as ONE type. If your scene node has both solid and transparent material types register it twice (one time as srpSolid, the other time as srpTransparent) and in the Render() method call GetSceneNodeRenderPass() to find out the current render pass and render only the corresponding parts of the node.
  • srpTransparentEffect = 32: Transparent effect scene nodes, drawn after Transparent nodes. They are sorted from back to front and drawn in that order.
  • srpShadow = 64: Drawn after the transparent nodes, the time for drawing shadow volumes.
TSceneNodeType = (...);
 
Values
  • snCameraFPS = $466d6163:  
  • snCameraMaya = $4d6d6163:  
  • snMD3 = $5f33646d:  
  • snCamera = $5f6d6163:  
  • snSkyBox = $5f796b73:  
  • snAny = $5f796e61:  
  • snSkyDome = $64796b73:  
  • snCube = $65627563:  
  • snQuake3Shader = $68733371:  
  • snMesh = $6873656d:  
  • snAnimatedMesh = $68736d61:  
  • snParticleSystem = $6c637470:  
  • snBillboard = $6c6c6962:  
  • snVolumeLight = $6c6c6f76:  
  • snUnknown = $6e6b6e75:  
  • snShpere = $72687073:  
  • snTerrain = $72726574:  
  • snWaterSurface = $72746177:  
  • snOctree = $7274636f:  
  • snLight = $7468676c:  
  • snText = $74786574:  
  • snSahadowVolume = $77646873:  
  • snDummyTransformation = $796d6d64:  
  • snEmpty = $79746d65:  
TStringTypeArray = array of StringType;

Dynamic array of system-dependent strings.

TTerrainPatchSize = (...);

Eenumeration for patch sizes specifying the size of patches in the TTerrainSceneNode.

Values
  • tpSize9 = 9: Patch size of 9, at most, use 4 levels of details.
  • tpSize17 = 17: Patch size of 17, at most, use 5 levels of details.
  • tpSize33 = 33: Patch size of 33, at most, use 6 levels of details.
  • tpSize65 = 65: Patch size of 65, at most, use 7 levels of details.
  • tpSize129 = 129: Patch size of 129, at most, use 8 levels of details.
TTextFormat = (...);

Unknown element. Enumeration of all supported source text file formats.

Values
  • tfASCII: ASCII, file without byte order mark, or not a text file.
  • tfUTF8: UTF-8 format.
  • tfUTF16BE: UTF-16 format, big endian.
  • tfUTF16LE: UTF-16 format, little endian.
  • tfUTF32BE: UTF-32 format, big endian
  • tfUTF32LE: UTF-32 format, little endian
TTextureCreationFlag = (...);

Enumeration flags telling the video driver in which format textures should be created.

Values
  • tcfAlways16Bit: Forces the driver to create 16 bit textures always, independent of which format the file on disk has. When choosing this you may loose some color detail, but gain much speed and memory. 16 bit textures can be transferred twice as fast as 32 bit textures and only use half of the space in memory. When using this flag, it does not make sense to use the flags tcfAlways32Bit, tcfOptimizedForQuality, or tcfOptimizedForSpeed at the same time.
  • tcfAlways32Bit: Forces the driver to create 32 bit textures always, independent of which format the file on disk has. Please note that some drivers (like the software device) will ignore this, because they are only able to create and use 16 bit textures. When using this flag, it does not make sense to use the flags tcfAlways16Bit, tcfOptimizedForQuality or tcfOptimizedForSpeed at the same time.
  • tcfOptimizedForQuality: Lets the driver decide in which format the textures are created and tries to make the textures look as good as possible. Usually it simply chooses the format in which the texture was stored on disk. When using this flag, it does not make sense to use the flags tcfAlways16Bit, tcfAlways32Bit, or tcfOptimizedForSpeed at the same time.
  • tcfOptimizedForSpeed: Lets the driver decide in which format the textures are created and tries to create them maximizing render speed. When using this flag, it does not make sense to use the flags tcfAlways16Bit, tcfAlways32Bit or tcfOptimizedForQuality at the same time.
  • tcfCreateMipMaps: Automatically creates mip map levels for the textures.
  • tcfNoAlphaChannel: Discard any alpha layer and use non-alpha color format.
  • tcfAllowNonPower2: Allow the Driver to use Non-Power-2-Textures. BurningVideo can handle Non-Power-2 Textures in 2D (GUI), but not in 3D.
TTransformationState = (...);

Enumeration for geometry transformation states

Values
  • tsView: View transformation.
  • tsWorld: World transformation.
  • tsProjetion: Projection transformation.
  • tsTexture0: Texture transformation.
  • tsTexture1: Texture transformation.
  • tsTexture2: Texture transformation.
  • tsTexture3: Texture transformation.
  • tsTexture4: Texture transformation.
  • tsTexture5: Texture transformation.
  • tsTexture6: Texture transformation.
  • tsTexture7: Texture transformation.
TTriangleArray = array of TTriangle;

Dynamic array of TTriangle.

TUserEventHandler = function(Sender: TEventDispatcher; Event: TUserEvent) : Boolean of object;

Pointer to a function handling user defined events.

TVertexShaderVersion = (...);
 
Values
  • vsVersion11:  
  • vsVersion20:  
  • vsVersion2a:  
  • vsVersion30:  
  • vsVersion40:  
  • vsVersion50:  
TVertexType = (...);

Enumeration of Vertex types.
Equals irr::video::E_VERTEX_TYPE

Values
  • vtStandard: Standard vertex type.
  • vt2TCoords: Vertex with tow texture coordinates.
  • vtTangents: Vertex with a tangent and binormal vector.
TVideoDriverFeature = (...);
 
Values
  • vdfRenderToTarget: Is driver able to render to a surface?
  • vdfHardwareTL: Is hardeware transform and lighting supported?
  • vdfMultitexture: Are multiple textures per material possible?
  • vdfBilinearFilter: Is driver able to render with a bilinear filter applied?
  • vdfMipMap: Can the driver handle mip maps?
  • vdfMipMapAutoUpdate: Can the driver update mip maps automatically?
  • vdfStencilBuffer: Are stencilbuffers switched on and does the device support stencil buffers?
  • vdfVertexShader11: Is Vertex Shader 1.1 supported?
  • vdfVertexShader20: Is Vertex Shader 2.0 supported?
  • vdfVertexShader30: Is Vertex Shader 3.0 supported?
  • vdfPixelShader11: Is Pixel Shader 1.1 supported?
  • vdfPixelShader12: Is Pixel Shader 1.2 supported?
  • vdfPixelShader13: Is Pixel Shader 1.3 supported?
  • vdfPixelShader14: Is Pixel Shader 1.4 supported?
  • vdfPixelShader20: Is Pixel Shader 2.0 supported?
  • vdfPixelShader30: Is Pixel Shader 3.0 supported?
  • vdfARBVertexProgram1: Are ARB vertex programs v1.0 supported?
  • vdfARGFragmentProgram1: Are ARB fragment programs v1.0 supported?
  • vdfARBGLSL: Is GLSL supported?
  • vdfHLSL: Is HLSL supported?
  • vdfTextureNonSquare: Are non-square textures supported?
  • vdfTextureNonPOT: Are non-power-of-two textures supported?
  • vdfFrameBufferObject: Are framebuffer objects supported?
  • vdfVertexBufferObject: Are vertex buffer objects supported?
  • vdfAlphaToCoverate: Supports Alpha To Coverage.
  • vdfColorMask: Supports Color masks (disabling color planes in output).
  • vdfMultipleRenderTargets: Supports multiple render targets at once.s,
  • vdfMRTBlend: Supports separate blend settings for multiple render targets.
  • vdfMRTColorMask: Supports separate color masks for multiple render targets.
  • vdfMRTBlendFunc: Supports separate blend functions for multiple render targets.
  • vdfGeometryShader: Supports geometry shaders.
TVideoDriverType = (...);

An enum for all types of drivers the Irrlicht Engine supports.

Values
  • vdtNull: Null driver, useful for applications to run the engine without visualisation.
    The null device is able to load textures, but does not render and display any graphics.
  • vdtSoftware: The Irrlicht Engine Software renderer.
    Runs on all platforms, with every hardware. It should only be used for 2d graphics, but it can also perform some primitive 3d functions. These 3d drawing functions are quite fast, but very inaccurate, and don't even support clipping in 3D mode.
  • vdtBurningsVideo: The Burning's Software Renderer, an alternative software renderer.
    Basically it can be described as the Irrlicht Software renderer on steroids. It rasterizes 3D geometry perfectly: It is able to perform correct 3d clipping, perspective correct texture mapping, perspective correct color mapping, and renders sub pixel correct, sub texel correct primitives. In addition, it does bilinear texel filtering and supports more materials than the vdtSoftware driver. This renderer has been written entirely by Thomas Alten, thanks a lot for this huge contribution.
  • vdtDirect3D8: Direct3D8 device, only available on Win32 platforms.
    Performs hardware accelerated rendering of 3D and 2D primitives.
  • vdtDirect3D9: Direct3D9 device, only available on Win32 platforms.
    Performs hardware accelerated rendering of 3D and 2D primitives.
  • vdtOpenGL: OpenGL device, available on most platforms.
    Performs hardware accelerated rendering of 3D and 2D primitives.
TViewFrustumPlane = (...);

Enumeration for the six different planes that make up a view frustum.

Values
  • vfFarPlane: Far plane (Limits the range of sight).
  • vfNearPlane: Near clipping plane (Ensures a minimal distance of rendered objects).
  • vfLeftPlane: Left clipping plane (Usually the left side of the rendering window).
  • vfRightPlane: Right clipping plane (Usually the left side of the rendering window).
  • vfBottomPlane: Bottom clipping plane (Usually the bottom of the rendering window).
  • vfTopPlane: Top clipping plane (Usually the top of the rendering window).
TXMLNodeType = (...);
 
Values
  • xnNone: No xml node. Usually occurs if you did not read anything yet.
  • xnElement:  
  • xnElementEnd: An xml element such as <foo>.
  • xnText: End of an xml element such as </foo>.
  • xnComment: Text within an xml element: <foo> this is the text. <foo>.
  • xnCDATA: An xml comment like <!– Comment –> or a DTD definition.
  • xnUnknown: An xml cdata section like <![CDATA[ this is some CDATA ]]>.
WCharType = type Word;

Integral type resembling the compiler- and system dependent "wchar_t" C type.
This is only used a few times in records; where single characters appear as wchar_ts. Wide-Character strings are usually converted to UTF8 in the C layer.

Constants

DoubleRoundingError: Double = 0.00000001;

Undocumented.

JoystickAxisCount = 6;

Maximum number of Axes supported per joystick. This does not depend on the actually connected joystick, but on the NUMBER_OF_AXES constant defined in the C++ source.

JoystickButtonCount = 32;

Maximum number of Buttons supported per joystick. This does not depend on the actually connected joystick, but on the NUMBER_OF_BUTTONS constant defined in the C++ source.

MaxMaterialTextures = 4;
 
SingleRoundingError: Single = 0.000001;

Undocumented.

UnitVector: TVector3D = (X:1; Y:1; Z:1);

The 3D unit vector (1, 1, 1).

ZeroVector: TVector3D = (X:0; Y:0; Z:0);

The 3D zero vector (0, 0, 0).


Generated by PasDoc 0.12.1 on 2012-09-14 17:32:22