#define MESH_HEADER
#include "common_irrlicht.h"
+#include <string>
/*
Create a new cube mesh.
*/
void scaleMesh(scene::IMesh *mesh, v3f scale);
+/*
+ Translate each vertex coordinate by the specified vector.
+*/
+void translateMesh(scene::IMesh *mesh, v3f vec);
+
/*
Set a constant color for all vertices in the mesh
*/
const video::SColor &colorY,
const video::SColor &colorZ);
+/*
+ Render a mesh to a texture.
+ Returns NULL if render-to-texture failed.
+*/
+video::ITexture *generateTextureFromMesh(scene::IMesh *mesh,
+ IrrlichtDevice *device,
+ core::dimension2d<u32> dim,
+ std::string texture_name,
+ v3f camera_position,
+ v3f camera_lookat,
+ core::CMatrix4<f32> camera_projection_matrix,
+ video::SColorf ambient_light,
+ v3f light_position,
+ video::SColorf light_color,
+ f32 light_radius);
+
#endif