- //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.\r
- /** Was used for changing the texture path of the built-in csm loader like this:\r
- \code\r
- SceneManager->getParameters()->setAttribute(scene::CSM_TEXTURE_PATH, "path/to/your/textures");\r
- \endcode\r
- **/\r
- const c8* const CSM_TEXTURE_PATH = "CSM_TexturePath";\r
-\r
- //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.\r
- /** Was used for changing the texture path of the built-in lmts loader like this:\r
- \code\r
- SceneManager->getParameters()->setAttribute(scene::LMTS_TEXTURE_PATH, "path/to/your/textures");\r
- \endcode\r
- **/\r
- const c8* const LMTS_TEXTURE_PATH = "LMTS_TexturePath";\r
-\r
- //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.\r
- /** Was used for changing the texture path of the built-in MY3D loader like this:\r
- \code\r
- SceneManager->getParameters()->setAttribute(scene::MY3D_TEXTURE_PATH, "path/to/your/textures");\r
- \endcode\r
- **/\r
- const c8* const MY3D_TEXTURE_PATH = "MY3D_TexturePath";\r
-\r
- //! Name of the parameter specifying the COLLADA mesh loading mode\r
- /**\r
- Specifies if the COLLADA loader should create instances of the models, lights and\r
- cameras when loading COLLADA meshes. By default, this is set to false. If this is\r
- set to true, the ISceneManager::getMesh() method will only return a pointer to a\r
- dummy mesh and create instances of all meshes and lights and cameras in the collada\r
- file by itself. Example:\r
- \code\r
- SceneManager->getParameters()->setAttribute(scene::COLLADA_CREATE_SCENE_INSTANCES, true);\r
- \endcode\r
- */\r
- const c8* const COLLADA_CREATE_SCENE_INSTANCES = "COLLADA_CreateSceneInstances";\r
-\r
- //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.\r
- /** This path is prefixed to the file names defined in the Deled file when loading\r
- textures. This allows to alter the paths for a specific project setting.\r
- Use it like this:\r
- \code\r
- SceneManager->getStringParameters()->setAttribute(scene::DMF_TEXTURE_PATH, "path/to/your/textures");\r
- \endcode\r
- **/\r
- const c8* const DMF_TEXTURE_PATH = "DMF_TexturePath";\r
-\r
- //! Name of the parameter for preserving DMF textures dir structure with built-in DMF loader.\r
- /** If this parameter is set to true, the texture directory defined in the Deled file\r
- is ignored, and only the texture name is used to find the proper file. Otherwise, the\r
- texture path is also used, which allows to use a nicer media layout.\r
- Use it like this:\r
- \code\r
- //this way you won't use this setting (default)\r
- SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, false);\r
- \endcode\r
- \code\r
- //this way you'll use this setting\r
- SceneManager->getParameters()->setAttribute(scene::DMF_IGNORE_MATERIALS_DIRS, true);\r
- \endcode\r
- **/\r
- const c8* const DMF_IGNORE_MATERIALS_DIRS = "DMF_IgnoreMaterialsDir";\r
-\r
- //! Name of the parameter for setting reference value of alpha in transparent materials.\r
- /** Use it like this:\r
- \code\r
- //this way you'll set alpha ref to 0.1\r
- SceneManager->getParameters()->setAttribute(scene::DMF_ALPHA_CHANNEL_REF, 0.1);\r
- \endcode\r
- **/\r
- const c8* const DMF_ALPHA_CHANNEL_REF = "DMF_AlphaRef";\r
-\r
- //! Name of the parameter for choose to flip or not tga files.\r
- /** Use it like this:\r
- \code\r
- //this way you'll choose to flip alpha textures\r
- SceneManager->getParameters()->setAttribute(scene::DMF_FLIP_ALPHA_TEXTURES, true);\r
- \endcode\r
- **/\r
- const c8* const DMF_FLIP_ALPHA_TEXTURES = "DMF_FlipAlpha";\r
-\r
-\r
- //! Deprecated, use IMeshLoader::getMeshTextureLoader()->setTexturePath instead.\r
- /** Was used for changing the texture path of the built-in obj loader like this:\r
- \code\r
- SceneManager->getParameters()->setAttribute(scene::OBJ_TEXTURE_PATH, "path/to/your/textures");\r
- \endcode\r
- **/\r
- const c8* const OBJ_TEXTURE_PATH = "OBJ_TexturePath";\r
-\r