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Defines | |
#define | PF_Invisible 0x00000001 |
#define | PF_Masked 0x00000002 |
#define | PF_Translucent 0x00000004 |
#define | PF_NotSolid 0x00000008 |
#define | PF_Environment 0x00000010 |
#define | PF_ForceViewZone 0x00000010 |
#define | PF_Semisolid 0x00000020 |
#define | PF_Modulated 0x00000040 |
#define | PF_FakeBackdrop 0x00000080 |
#define | PF_TwoSided 0x00000100 |
#define | PF_AutoUPan 0x00000200 |
#define | PF_AutoVPan 0x00000400 |
#define | PF_NoSmooth 0x00000800 |
#define | PF_BigWavy 0x00001000 |
#define | PF_SpecialPoly 0x00001000 |
#define | PF_AlphaBlend 0x00001000 |
#define | PF_SmallWavy 0x00002000 |
#define | PF_Flat 0x00004000 |
#define | PF_LowShadowDetail 0x00008000 |
#define | PF_NoMerge 0x00010000 |
#define | PF_CloudWavy 0x00020000 |
#define | PF_DirtyShadows 0x00040000 |
#define | PF_BrightCorners 0x00080000 |
#define | PF_SpecialLit 0x00100000 |
#define | PF_Gouraud 0x00200000 |
#define | PF_NoBoundRejection 0x00200000 |
#define | PF_Unlit 0x00400000 |
#define | PF_HighShadowDetail 0x00800000 |
#define | PF_Portal 0x04000000 |
#define | PF_Mirrored 0x08000000 |
#define | PF_Memorized 0x01000000 |
#define | PF_Selected 0x02000000 |
#define | PF_Highlighted 0x10000000 |
#define | PF_FlatShaded 0x40000000 |
#define | PF_EdProcessed 0x40000000 |
Internal. | |
#define | PF_EdCut 0x80000000 |
#define | PF_RenderFog 0x40000000 |
#define | PF_Occlude 0x80000000 |
#define | PF_RenderHint 0x01000000 |
#define | PF_NoOcclude PF_Masked | PF_Translucent | PF_Invisible | PF_Modulated |
#define | PF_NoEdit PF_Memorized | PF_Selected | PF_EdProcessed | PF_NoMerge | PF_EdCut |
#define | PF_NoImport PF_NoEdit | PF_NoMerge | PF_Memorized | PF_Selected | PF_EdProcessed | PF_EdCut |
#define | PF_AddLast PF_Semisolid | PF_NotSolid |
#define | PF_NoAddToBSP PF_EdCut | PF_EdProcessed | PF_Selected | PF_Memorized |
#define | PF_NoShadows PF_Unlit | PF_Invisible | PF_Environment | PF_FakeBackdrop |
#define | PF_Transient PF_Highlighted |
Seperate header for this as just including unobj.h leads to errors; better to have this self-contained and documented anyway.
Furthermore, flags are also used in texture conversion.
Flag interpretation:
If neither of these, no blending is used.
If neither of these, depth writes are turned off. Used to draw coronas etc. at Z=0 yet have them be occluded by the player's weapon
#define PF_AlphaBlend 0x00001000 |
RUNE: This poly should be alpha blended. NOTE: as this uses the game-specific flag number, only check this for Rune
#define PF_AutoUPan 0x00000200 |
Automatically pans in U direction.
#define PF_AutoVPan 0x00000400 |
Automatically pans in V direction.
#define PF_BigWavy 0x00001000 |
Poly has a big wavy pattern in it.
#define PF_BrightCorners 0x00080000 |
Brighten convex corners.
#define PF_CloudWavy 0x00020000 |
Polygon appears wavy like clouds.
#define PF_DirtyShadows 0x00040000 |
Dirty shadows.
#define PF_EdCut 0x80000000 |
FPoly has been split by SplitPolyWithPlane.
#define PF_EdProcessed 0x40000000 |
Internal.
FPoly was already processed in editorBuildFPolys.
#define PF_Environment 0x00000010 |
Poly should be drawn environment mapped.
#define PF_FakeBackdrop 0x00000080 |
Poly looks exactly like backdrop.
#define PF_Flat 0x00004000 |
Flat surface.
#define PF_FlatShaded 0x40000000 |
FPoly has been split by SplitPolyWithPlane.
#define PF_ForceViewZone 0x00000010 |
Force current iViewZone in OccludeBSP (reuse Environment flag)
#define PF_Gouraud 0x00200000 |
Gouraud shaded.
#define PF_Highlighted 0x10000000 |
Editor: Poly is highlighted.
#define PF_HighShadowDetail 0x00800000 |
High detail shadows.
#define PF_Invisible 0x00000001 |
Poly is invisible.
#define PF_LowShadowDetail 0x00008000 |
Low detaul shadows.
#define PF_Masked 0x00000002 |
Poly should be drawn masked.
#define PF_Memorized 0x01000000 |
Editor: Poly is remembered.
#define PF_Mirrored 0x08000000 |
Reflective surface.
#define PF_Modulated 0x00000040 |
Modulation transparency.
#define PF_NoBoundRejection 0x00200000 |
Disable bound rejection in OccludeBSP (reuse Gouraud flag)
#define PF_NoMerge 0x00010000 |
Don't merge poly's nodes before lighting when rendering.
#define PF_NoSmooth 0x00000800 |
Don't smooth textures.
#define PF_NotSolid 0x00000008 |
Poly is not solid doesn't block.
#define PF_Occlude 0x80000000 |
Occludes even if PF_NoOcclude.
#define PF_Portal 0x04000000 |
Portal between iZones.
#define PF_RenderFog 0x40000000 |
Render with fogmapping.
#define PF_RenderHint 0x01000000 |
Rendering optimization hint.
#define PF_Selected 0x02000000 |
Editor: Poly is selected.
#define PF_Semisolid 0x00000020 |
Poly is semi-solid collision solid Csg nonsolid.
#define PF_SmallWavy 0x00002000 |
Small wavy pattern (for water/enviro reflection).
#define PF_SpecialLit 0x00100000 |
Only speciallit lights apply to this poly.
#define PF_SpecialPoly 0x00001000 |
Game-specific poly-level render control (reuse BigWavy flag)
#define PF_Translucent 0x00000004 |
Poly is transparent.
#define PF_TwoSided 0x00000100 |
Poly is visible from both sides.
#define PF_Unlit 0x00400000 |
Unlit.