;Generated with IrrlichtEnumScanner
;Time = dd.mm.yyyy - hh::ii:ss
;
Macro MAKE_IRR_ID(c0, c1, c2, c3) : c0 | (c1<<8) | (c2<<16) | (c3 << 24) : EndMacro
;
;From File:aabbox3d.h
;From File:CMeshBuffer.h
;From File:coreutil.h
;From File:dimension2d.h
;From File:ECullingTypes.h
Enumeration  ;E_CULLING_TYPE
	
#IRR_EAC_OFF = 0
#IRR_EAC_BOX = 1
#IRR_EAC_FRUSTUM_BOX = 2
#IRR_EAC_FRUSTUM_SPHERE = 4
EndEnumeration
;From File:EDebugSceneTypes.h
Enumeration  ;E_DEBUG_SCENE_TYPE
	
; No Debug Data ( Default )
#IRR_EDS_OFF= 0
; Show Bounding Boxes of SceneNode
#IRR_EDS_BBOX = 1
; Show Vertex Normals
#IRR_EDS_NORMALS= 2
; Shows Skeleton/Tags
#IRR_EDS_SKELETON = 4
; Overlays Mesh Wireframe
#IRR_EDS_MESH_WIRE_OVERLAY = 8
; Temporary use transparency Material Type
#IRR_EDS_HALF_TRANSPARENCY = 16
; Show Bounding Boxes of all MeshBuffers
#IRR_EDS_BBOX_BUFFERS = 32
; Show all debug infos
#IRR_EDS_FULL = $ffffffff
EndEnumeration
;From File:EDriverFeatures.h
Enumeration  ;E_VIDEO_DRIVER_FEATURE
	
; Is driver able to render to a surface?
#IRR_EVDF_RENDER_TO_TARGET = 0
; Is hardeware transform and lighting supported?
#IRR_EVDF_HARDWARE_TL
; Are multiple textures per material possible?
#IRR_EVDF_MULTITEXTURE
; Is driver able to render with a bilinear filter applied?
#IRR_EVDF_BILINEAR_FILTER
; Can the driver handle mip maps?
#IRR_EVDF_MIP_MAP
; Can the driver update mip maps automatically?
#IRR_EVDF_MIP_MAP_AUTO_UPDATE
; Are stencilbuffers switched on and does the device support stencil buffers?
#IRR_EVDF_STENCIL_BUFFER
; Is Vertex Shader 1.1 supported?
#IRR_EVDF_VERTEX_SHADER_1_1
; Is Vertex Shader 2.0 supported?
#IRR_EVDF_VERTEX_SHADER_2_0
; Is Vertex Shader 3.0 supported?
#IRR_EVDF_VERTEX_SHADER_3_0
; Is Pixel Shader 1.1 supported?
#IRR_EVDF_PIXEL_SHADER_1_1
; Is Pixel Shader 1.2 supported?
#IRR_EVDF_PIXEL_SHADER_1_2
; Is Pixel Shader 1.3 supported?
#IRR_EVDF_PIXEL_SHADER_1_3
; Is Pixel Shader 1.4 supported?
#IRR_EVDF_PIXEL_SHADER_1_4
; Is Pixel Shader 2.0 supported?
#IRR_EVDF_PIXEL_SHADER_2_0
; Is Pixel Shader 3.0 supported?
#IRR_EVDF_PIXEL_SHADER_3_0
; Are ARB vertex programs v1.0 supported?
#IRR_EVDF_ARB_VERTEX_PROGRAM_1
; Are ARB fragment programs v1.0 supported?
#IRR_EVDF_ARB_FRAGMENT_PROGRAM_1
; Is GLSL supported?
#IRR_EVDF_ARB_GLSL
; Is HLSL supported?
#IRR_EVDF_HLSL
; Are non-power-of-two textures supported?
#IRR_EVDF_TEXTURE_NPOT
; Are framebuffer objects supported?
#IRR_EVDF_FRAMEBUFFER_OBJECT
EndEnumeration
;From File:EDriverTypes.h
Enumeration  ;E_DRIVER_TYPE
	
; Null device, 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.
#IRR_EDT_NULL
; 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.
#IRR_EDT_SOFTWARE
; The Burning's Software Renderer, an alternative software renderer for Irrlicht.
; 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 EDT_SOFTWARE driver.
; This renderer has been written entirely by Thomas Alten, thanks a lot for this huge
; contribution.
#IRR_EDT_BURNINGSVIDEO
; Direct3D 8 device, only available on Win32 platforms.
; Performs hardware accelerated rendering of 3D and 2D primitives.
#IRR_EDT_DIRECT3D8
; Direct3D 9 device, only available on Win32 platforms.
; Performs hardware accelerated rendering of 3D and 2D primitives.
#IRR_EDT_DIRECT3D9
; OpenGL device, available on most platforms.
; Performs hardware accelerated rendering of 3D and 2D primitives.
#IRR_EDT_OPENGL
EndEnumeration
;From File:EGUIElementTypes.h
Enumeration  ;EGUI_ELEMENT_TYPE

; A button (IGUIButton)
#IRR_EGUIET_BUTTON = 0
; A check box (IGUICheckBox)
#IRR_EGUIET_CHECK_BOX
; A combo box (IGUIComboBox)
#IRR_EGUIET_COMBO_BOX
; A context menu (IGUIContextMenu)
#IRR_EGUIET_CONTEXT_MENU
; A menu (IGUIMenu)
#IRR_EGUIET_MENU
; An edit box (IGUIEditBox)
#IRR_EGUIET_EDIT_BOX
; A file open dialog (IGUIFileOpenDialog)
#IRR_EGUIET_FILE_OPEN_DIALOG
; A color select open dialog (IGUIColorSelectDialog)
#IRR_EGUIET_COLOR_SELECT_DIALOG
; A in/out fader (IGUIInOutFader)
#IRR_EGUIET_IN_OUT_FADER
; An image (IGUIImage)
#IRR_EGUIET_IMAGE
; A list box (IGUIListBox)
#IRR_EGUIET_LIST_BOX
; A mesh viewer (IGUIMeshViewer)
#IRR_EGUIET_MESH_VIEWER
; A message box (IGUIWindow)
#IRR_EGUIET_MESSAGE_BOX
; A modal screen
#IRR_EGUIET_MODAL_SCREEN
; A scroll bar (IGUIScrollBar)
#IRR_EGUIET_SCROLL_BAR
; A static text (IGUIStaticText)
#IRR_EGUIET_STATIC_TEXT
; A tab (IGUITab)
#IRR_EGUIET_TAB
; A tab control
#IRR_EGUIET_TAB_CONTROL
; A tool bar (IGUIToolBar)
#IRR_EGUIET_TOOL_BAR
; A window
#IRR_EGUIET_WINDOW
; A spin box (IGUISpinBox)
#IRR_EGUIET_SPIN_BOX
; Not an element, amount of elements in there
#IRR_EGUIET_COUNT
; Unknown type.
#IRR_EGUIET_ELEMENT
; This enum is never used, it only forces the compiler to
; compile these enumeration values to 32 bit.
#IRR_EGUIET_FORCE_32_BIT = $7fffffff
EndEnumeration
;From File:EMaterialFlags.h
Enumeration  ;E_MATERIAL_FLAG
	
; Draw as wireframe or filled triangles? Default: false
#IRR_EMF_WIREFRAME = 0
; Draw as point cloud or filled triangles? Default: false
#IRR_EMF_POINTCLOUD
; Flat or Gouraud shading? Default: true
#IRR_EMF_GOURAUD_SHADING
; Will this material be lighted? Default: true
#IRR_EMF_LIGHTING
; Is the ZBuffer enabled? Default: true
#IRR_EMF_ZBUFFER
; May be written to the zbuffer or is it readonly. Default: true
; This flag is ignored, if the material type is a transparent type.
#IRR_EMF_ZWRITE_ENABLE
; Is backfaceculling enabled? Default: true
#IRR_EMF_BACK_FACE_CULLING
; Is bilinear filtering enabled? Default: true
#IRR_EMF_BILINEAR_FILTER
; Is trilinear filtering enabled? Default: false
; If the trilinear filter flag is enabled,
; the bilinear filtering flag is ignored.
#IRR_EMF_TRILINEAR_FILTER
; 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.
#IRR_EMF_ANISOTROPIC_FILTER
; Is fog enabled? Default: false
#IRR_EMF_FOG_ENABLE
; Normalizes normals.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 EMF_NORMALIZE_NORMALS flag,
; the normals will be normalized again, and the model will look as bright as it should.
#IRR_EMF_NORMALIZE_NORMALS
; Access to all layers texture wrap settings. Overwrites separate layer settings.
#IRR_EMF_TEXTURE_WRAP
; This is not a flag, but a value indicating how much flags there are.
#IRR_EMF_MATERIAL_FLAG_COUNT
EndEnumeration
;From File:EMaterialTypes.h
Enumeration  ;E_MATERIAL_TYPE
	
; Standard solid material. Only first texture is used, which is
; supposed to be the diffuse material.
#IRR_EMT_SOLID = 0
; 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, but it
; works with DirectX.
#IRR_EMT_SOLID_2_LAYER
; 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. Vertex light is ignored.
#IRR_EMT_LIGHTMAP
; Material type with lightmap technique like EMT_LIGHTMAP, but
; lightmap and diffuse texture are not modulated, but added instead.
#IRR_EMT_LIGHTMAP_ADD
; 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. Vertex light is ignored.
; The texture colors are effectively multiplyied by 2 for brightening.
; like known in DirectX as D3DTOP_MODULATE2X.
#IRR_EMT_LIGHTMAP_M2
; 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. Vertex light is ignored.
; The texture colors are effectively multiplyied by 4 for brightening.
; like known in DirectX as D3DTOP_MODULATE4X.
#IRR_EMT_LIGHTMAP_M4
; Like EMT_LIGHTMAP, but also supports dynamic lighting.
#IRR_EMT_LIGHTMAP_LIGHTING
; Like EMT_LIGHTMAP_M2, but also supports dynamic lighting.
#IRR_EMT_LIGHTMAP_LIGHTING_M2
; Like EMT_LIGHTMAP_4, but also supports dynamic lighting.
#IRR_EMT_LIGHTMAP_LIGHTING_M4
; 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.
#IRR_EMT_DETAIL_MAP
; Makes the material look like it was reflection the environment
; around it. To make this possible, a texture called 'sphere map'
; is used, which must be set as Textures[0].
#IRR_EMT_SPHERE_MAP
; A reflecting material with an
; optional additional non reflecting texture layer. The reflection
; map should be set as Texture 1.
#IRR_EMT_REFLECTION_2_LAYER
; 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 e.g. particle effects.
#IRR_EMT_TRANSPARENT_ADD_COLOR
; 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 (video::IVideoDriver::setTextureCreationFlag()).
; Also, an alpha ref is used, which can be manipulated using SMaterial::MaterialTypeParam.
; If set to 0, the alpha ref gets its default value which is 0.5f and which means
; that pixels with an alpha value >127 will be written, others not.  In other, simple
; words: this value controls how sharp the edges become when going from a
; transparent to a solid spot on the texture.
#IRR_EMT_TRANSPARENT_ALPHA_CHANNEL
; 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 EMT_TRANSPARENT_ALPHA_CHANNEL. 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 (video::IVideoDriver::setTextureCreationFlag()).
#IRR_EMT_TRANSPARENT_ALPHA_CHANNEL_REF
; Makes the material transparent based on the vertex alpha value.
#IRR_EMT_TRANSPARENT_VERTEX_ALPHA
; A transparent reflecting material with an
; optional additional non reflecting texture layer. The reflection
; map should be set as Texture 1. The transparency depends on the
; alpha value in the vertex colors. A texture which will not reflect
; can be set als Texture 2.
; Please note that this material type is currently not 100% implemented
; in OpenGL. It works in Direct3D.
#IRR_EMT_TRANSPARENT_REFLECTION_2_LAYER
; 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 S3DVertexTangents
; (EVT_TANGENTS). You can convert any mesh into this format using
; IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
; This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
; falls back on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
#IRR_EMT_NORMAL_MAP_SOLID
; 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
; (EVT_TANGENTS). You can convert any mesh into this format using
; IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
; This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
; falls back on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
#IRR_EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR
; 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
; (EVT_TANGENTS). You can convert any mesh into this format using
; IMeshManipulator::createMeshWithTangents() (See SpecialFX2 Tutorial).
; This shader runs on vertex shader 1.1 and pixel shader 1.1 capable hardware and
; falls back on 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. Currently, this shader is only implemented for the D3D8 and D3D9 renderers.
#IRR_EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA
; Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping too, which
; 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 IVideoDriver::makeNormalMapTexture() method writes
; this value automaticly 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 SMaterial::MaterialTypeParam member.
; If set to zero, the default value (0.02f) will be applied. Otherwise
; the value set in SMaterial::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.
#IRR_EMT_PARALLAX_MAP_SOLID
; A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using
; EMT_TRANSPARENT_ADD_COLOR as base material.
#IRR_EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR
; A material just like EMT_PARALLAX_MAP_SOLID, but it is transparent, using
; EMT_TRANSPARENT_VERTEX_ALPHA as base material.
#IRR_EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA
; BlendFunc = source * sourceFactor + dest * destFactor ( E_BLEND_FUNC )
; Using only Textures[0]. generic Blender
#IRR_EMT_ONETEXTURE_BLEND
; This value is not used. It only forces this enumeration to compile in 32 bit.
#IRR_EMT_FORCE_32BIT = $7fffffff
EndEnumeration
;From File:EMeshWriterEnums.h
Enumeration  ;EMESH_WRITER_TYPE
	
; Irrlicht Native mesh writer, for static .irrmesh files.
#IRR_EMWT_IRR_MESH     = MAKE_IRR_ID('i','r','r','m')
; COLLADA mesh writer for .dae and .xml files
#IRR_EMWT_COLLADA      = MAKE_IRR_ID('c','o','l','l')
; STL mesh writer for .stl files
#IRR_EMWT_STL          = MAKE_IRR_ID('s','t','l',0)
EndEnumeration
Enumeration  ;E_MESH_WRITER_FLAGS
	
; no writer flags
#IRR_EMWF_NONE = 0
; write lightmap textures out if possible
#IRR_EMWF_WRITE_LIGHTMAPS = $1
; write in a way that does consume less disk space
#IRR_EMWF_WRITE_COMPRESSED = $2
EndEnumeration
;From File:EMessageBoxFlags.h
Enumeration  ;EMESSAGE_BOX_FLAG

; Flag for the ok button
#IRR_EMBF_OK = $1
; Flag for the cancel button
#IRR_EMBF_CANCEL = $2
; Flag for the yes button
#IRR_EMBF_YES = $4
; Flag for the no button
#IRR_EMBF_NO = $8
; This value is not used. It only forces this enumeration to compile in 32 bit.
#IRR_EMBF_FORCE_32BIT = $7fffffff
EndEnumeration
;From File:ESceneNodeAnimatorTypes.h
Enumeration  ;ESCENE_NODE_ANIMATOR_TYPE
	
; Fly circle scene node animator
#IRR_ESNAT_FLY_CIRCLE = 0
; Fly straight scene node animator
#IRR_ESNAT_FLY_STRAIGHT
; Follow spline scene node animator
#IRR_ESNAT_FOLLOW_SPLINE
; Rotation scene node animator
#IRR_ESNAT_ROTATION
; Texture scene node animator
#IRR_ESNAT_TEXTURE
; Deletion scene node animator
#IRR_ESNAT_DELETION
; Collision respose scene node animator
#IRR_ESNAT_COLLISION_RESPONSE
; Amount of built-in scene node animators
#IRR_ESNAT_COUNT
; Unknown scene node animator
#IRR_ESNAT_UNKNOWN
; This enum is never used, it only forces the compiler to
; compile these enumeration values to 32 bit.
#IRR_ESNAT_FORCE_32_BIT = $7fffffff
EndEnumeration
;From File:ESceneNodeTypes.h
Enumeration  ;ESCENE_NODE_TYPE
	
; simple cube scene node
#IRR_ESNT_CUBE           = MAKE_IRR_ID('c','u','b','e')
; Sphere scene node
#IRR_ESNT_SPHERE         = MAKE_IRR_ID('s','p','h','r')
; Text Scene Node
#IRR_ESNT_TEXT           = MAKE_IRR_ID('t','e','x','t')
; Water Surface Scene Node
#IRR_ESNT_WATER_SURFACE  = MAKE_IRR_ID('w','a','t','r')
; Terrain Scene Node
#IRR_ESNT_TERRAIN        = MAKE_IRR_ID('t','e','r','r')
; Sky Box Scene Node
#IRR_ESNT_SKY_BOX        = MAKE_IRR_ID('s','k','y','_')
; Shadow Volume Scene Node
#IRR_ESNT_SHADOW_VOLUME  = MAKE_IRR_ID('s','h','d','w')
; OctTree Scene Node
#IRR_ESNT_OCT_TREE       = MAKE_IRR_ID('o','c','t','t')
; Mesh Scene Node
#IRR_ESNT_MESH           = MAKE_IRR_ID('m','e','s','h')
; Light Scene Node
#IRR_ESNT_LIGHT          = MAKE_IRR_ID('l','g','h','t')
; Empty Scene Node
#IRR_ESNT_EMPTY          = MAKE_IRR_ID('e','m','t','y')
; Dummy Transformation Scene Node
#IRR_ESNT_DUMMY_TRANSFORMATION = MAKE_IRR_ID('d','m','m','y')
; Camera Scene Node
#IRR_ESNT_CAMERA         = MAKE_IRR_ID('c','a','m','_')
; Maya Camera Scene Node
#IRR_ESNT_CAMERA_MAYA    = MAKE_IRR_ID('c','a','m','M')
; First Person Shooter style Camera
#IRR_ESNT_CAMERA_FPS    = MAKE_IRR_ID('c','a','m','F')
; Billboard Scene Node
#IRR_ESNT_BILLBOARD      = MAKE_IRR_ID('b','i','l','l')
; Animated Mesh Scene Node
#IRR_ESNT_ANIMATED_MESH  = MAKE_IRR_ID('a','m','s','h')
; Particle System Scene Node
#IRR_ESNT_PARTICLE_SYSTEM = MAKE_IRR_ID('p','t','c','l')
; Quake3 Model Scene Node ( has tag to link to )
#IRR_ESNT_MD3_SCENE_NODE= MAKE_IRR_ID('m','d','3','_')
; Unknown scene node
#IRR_ESNT_UNKNOWN        = MAKE_IRR_ID('u','n','k','n')
EndEnumeration
;From File:ETerrainElements.h
Enumeration  ;E_TERRAIN_PATCH_SIZE
	
; patch size of 9, at most, use 4 levels of detail with this patch size.
#IRR_ETPS_9 = 9
; patch size of 17, at most, use 5 levels of detail with this patch size.
#IRR_ETPS_17 = 17
; patch size of 33, at most, use 6 levels of detail with this patch size.
#IRR_ETPS_33 = 33
; patch size of 65, at most, use 7 levels of detail with this patch size.
#IRR_ETPS_65 = 65
; patch size of 129, at most, use 8 levels of detail with this patch size.
#IRR_ETPS_129 = 129
EndEnumeration
;From File:fast_atof.h
;From File:heapsort.h
;From File:IAnimatedMesh.h
Enumeration  ;E_ANIMATED_MESH_TYPE
	
; Unknown animated mesh type.
#IRR_EAMT_UNKNOWN = 0
; Quake 2 MD2 model file
#IRR_EAMT_MD2
; Quake 3 MD3 model file
#IRR_EAMT_MD3
; Milkshape 3d skeletal animation file
#IRR_EAMT_MS3D
; Maya .obj static model
#IRR_EAMT_OBJ
; Quake 3 .bsp static Map
#IRR_EAMT_BSP
; 3D Studio .3ds file
#IRR_EAMT_3DS
; Microsoft Direct3D .x file. Can contain static and skeletal
; animated skinned meshes.
#IRR_EAMT_X
; My3D Mesh, the file format by Zhuck Dimitry
#IRR_EAMT_MY3D
; Pulsar LMTools .lmts file. This Irrlicht loader was
; written by Jonas Petersen
#IRR_EAMT_LMTS
; Cartography Shop .csm file. This loader was created by Saurav Mohapatra.
#IRR_EAMT_CSM
; .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
#IRR_EAMT_OCT
; generic skinned mesh
#IRR_EAMT_SKINNED
EndEnumeration
;From File:IAnimatedMeshMD2.h
Enumeration  ;EMD2_ANIMATION_TYPE
	
#IRR_EMAT_STAND = 0
#IRR_EMAT_RUN
#IRR_EMAT_ATTACK
#IRR_EMAT_PAIN_A
#IRR_EMAT_PAIN_B
#IRR_EMAT_PAIN_C
#IRR_EMAT_JUMP
#IRR_EMAT_FLIP
#IRR_EMAT_SALUTE
#IRR_EMAT_FALLBACK
#IRR_EMAT_WAVE
#IRR_EMAT_POINT
#IRR_EMAT_CROUCH_STAND
#IRR_EMAT_CROUCH_WALK
#IRR_EMAT_CROUCH_ATTACK
#IRR_EMAT_CROUCH_PAIN
#IRR_EMAT_CROUCH_DEATH
#IRR_EMAT_DEATH_FALLBACK
#IRR_EMAT_DEATH_FALLFORWARD
#IRR_EMAT_DEATH_FALLBACKSLOW
#IRR_EMAT_BOOM
; Not an animation, but amount of animation types.
#IRR_EMAT_COUNT
EndEnumeration
;From File:IAnimatedMeshMD3.h
Enumeration  ;EMD3_ANIMATION_TYPE
	
#IRR_EMD3_BOTH_DEATH_1 = 0
#IRR_EMD3_BOTH_DEAD_1
#IRR_EMD3_BOTH_DEATH_2
#IRR_EMD3_BOTH_DEAD_2
#IRR_EMD3_BOTH_DEATH_3
#IRR_EMD3_BOTH_DEAD_3
#IRR_EMD3_TORSO_GESTURE
#IRR_EMD3_TORSO_ATTACK_1
#IRR_EMD3_TORSO_ATTACK_2
#IRR_EMD3_TORSO_DROP
#IRR_EMD3_TORSO_RAISE
#IRR_EMD3_TORSO_STAND_1
#IRR_EMD3_TORSO_STAND_2
#IRR_EMD3_LEGS_WALK_CROUCH
#IRR_EMD3_LEGS_WALK
#IRR_EMD3_LEGS_RUN
#IRR_EMD3_LEGS_BACK
#IRR_EMD3_LEGS_SWIM
#IRR_EMD3_LEGS_JUMP_1
#IRR_EMD3_LEGS_LAND_1
#IRR_EMD3_LEGS_JUMP_2
#IRR_EMD3_LEGS_LAND_2
#IRR_EMD3_LEGS_IDLE
#IRR_EMD3_LEGS_IDLE_CROUCH
#IRR_EMD3_LEGS_TURN
; Not an animation, but amount of animation types.
#IRR_EMD3_ANIMATION_COUNT
EndEnumeration
;From File:IAnimatedMeshSceneNode.h
;From File:IAttributeExchangingObject.h
Enumeration  ;E_ATTRIBUTE_READ_WRITE_FLAGS

; Serialization/Deserializion is done for an xml file
#IRR_EARWF_FOR_FILE = $00000001
; Serialization/Deserializion is done for an editor property box
#IRR_EARWF_FOR_EDITOR = $00000002
; When writing filenames, relative paths should be used
#IRR_EARWF_USE_RELATIVE_PATHS = $00000004
EndEnumeration
;From File:IAttributes.h
Enumeration  ;E_ATTRIBUTE_TYPE

#IRR_EAT_INT = 0
#IRR_EAT_FLOAT
#IRR_EAT_STRING
#IRR_EAT_BOOL
#IRR_EAT_ENUM
#IRR_EAT_COLOR
#IRR_EAT_COLORF
#IRR_EAT_VECTOR3D
#IRR_EAT_POSITION2D
#IRR_EAT_VECTOR2D
#IRR_EAT_RECT
#IRR_EAT_MATRIX
#IRR_EAT_QUATERNION
#IRR_EAT_BBOX
#IRR_EAT_PLANE
#IRR_EAT_TRIANGLE3D
#IRR_EAT_LINE2D
#IRR_EAT_LINE3D
#IRR_EAT_STRINGWARRAY
#IRR_EAT_FLOATARRAY
#IRR_EAT_INTARRAY
#IRR_EAT_BINARY
#IRR_EAT_TEXTURE
#IRR_EAT_USER_POINTER
#IRR_EAT_COUNT
#IRR_EAT_UNKNOWN
EndEnumeration
;From File:IBillboardSceneNode.h
;From File:IBoneSceneNode.h
Enumeration  ;E_BONE_ANIMATION_MODE
	
; The bone is usually animated, unless it's parent is not animated
#IRR_EBAM_AUTOMATIC=0
; The bone is animated by the skin, if it's parent is not animated
; then animation will resume from this bone onward
#IRR_EBAM_ANIMATED
; The bone is not animated by the skin
#IRR_EBAM_UNANIMATED
; Not an animation mode, just here to count the available modes
#IRR_EBAM_COUNT
EndEnumeration
;From File:ICameraSceneNode.h
;From File:ICursorControl.h
;From File:IDummyTransformationSceneNode.h
;From File:IEventReceiver.h
Enumeration  ;EEVENT_TYPE
	
; An event of the graphical user interface.
#IRR_EET_GUI_EVENT = 0
; A mouse input event.
#IRR_EET_MOUSE_INPUT_EVENT
; A key input evant.
#IRR_EET_KEY_INPUT_EVENT
; A log event
#IRR_EET_LOG_TEXT_EVENT
; A user event with user data. This is not used by Irrlicht and can be used
; to send user specific data though the system.
#IRR_EET_USER_EVENT
EndEnumeration
Enumeration  ;EMOUSE_INPUT_EVENT
	
; Left mouse button was pressed down.
#IRR_EMIE_LMOUSE_PRESSED_DOWN = 0
; Right mouse button was pressed down.
#IRR_EMIE_RMOUSE_PRESSED_DOWN
; Middle mouse button was pressed down.
#IRR_EMIE_MMOUSE_PRESSED_DOWN
; Left mouse button was left up.
#IRR_EMIE_LMOUSE_LEFT_UP
; Right mouse button was left up.
#IRR_EMIE_RMOUSE_LEFT_UP
; Middle mouse button was left up.
#IRR_EMIE_MMOUSE_LEFT_UP
; The mouse cursor changed its position.
#IRR_EMIE_MOUSE_MOVED
; The mouse wheel was moved. Use Wheel value in event data to find out
; in what direction and how fast.
#IRR_EMIE_MOUSE_WHEEL
; No real event. Just for convenience to get number of events
#IRR_EMIE_COUNT
EndEnumeration
Enumeration  ;EGUI_EVENT_TYPE
		
; 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.
#IRR_EGET_ELEMENT_FOCUS_LOST = 0
; A gui element has got the focus.
; If the event is absorbed then the focus will not be changed.
#IRR_EGET_ELEMENT_FOCUSED
; The mouse cursor hovered over a gui element.
#IRR_EGET_ELEMENT_HOVERED
; The mouse cursor left the hovered element.
#IRR_EGET_ELEMENT_LEFT
; 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.
#IRR_EGET_ELEMENT_CLOSED
; A button was clicked.
#IRR_EGET_BUTTON_CLICKED
; A scrollbar has changed its position.
#IRR_EGET_SCROLL_BAR_CHANGED
; A checkbox has changed its check state.
#IRR_EGET_CHECKBOX_CHANGED
; A new item in a listbox was seleted.
#IRR_EGET_LISTBOX_CHANGED
; An item in the listbox was selected, which was already selected.
#IRR_EGET_LISTBOX_SELECTED_AGAIN
; A file has been selected in the file dialog
#IRR_EGET_FILE_SELECTED
; A file open dialog has been closed without choosing a file
#IRR_EGET_FILE_CHOOSE_DIALOG_CANCELLED
; 'Yes' was clicked on a messagebox
#IRR_EGET_MESSAGEBOX_YES
; 'No' was clicked on a messagebox
#IRR_EGET_MESSAGEBOX_NO
; 'OK' was clicked on a messagebox
#IRR_EGET_MESSAGEBOX_OK
; 'Cancel' was clicked on a messagebox
#IRR_EGET_MESSAGEBOX_CANCEL
; In an editbox was pressed 'ENTER'
#IRR_EGET_EDITBOX_ENTER
; The tab was changed in an tab control
#IRR_EGET_TAB_CHANGED
; A menu item was selected in a (context) menu
#IRR_EGET_MENU_ITEM_SELECTED
; The selection in a combo box has been changed
#IRR_EGET_COMBO_BOX_CHANGED
; The value of a spin box has changed
#IRR_EGET_SPINBOX_CHANGED
EndEnumeration
;From File:IFileList.h
;From File:IFileSystem.h
;From File:IGPUProgrammingServices.h
Enumeration  ;E_VERTEX_SHADER_TYPE

#IRR_EVST_VS_1_1 = 0
#IRR_EVST_VS_2_0
#IRR_EVST_VS_2_a
#IRR_EVST_VS_3_0
; This is not a type, but a value indicating how much types there are.
#IRR_EVST_COUNT
EndEnumeration
Enumeration  ;E_PIXEL_SHADER_TYPE

#IRR_EPST_PS_1_1 = 0
#IRR_EPST_PS_1_2
#IRR_EPST_PS_1_3
#IRR_EPST_PS_1_4
#IRR_EPST_PS_2_0
#IRR_EPST_PS_2_a
#IRR_EPST_PS_2_b
#IRR_EPST_PS_3_0
; This is not a type, but a value indicating how much types there are.
#IRR_EPST_COUNT
EndEnumeration
;From File:IGUIButton.h
Enumeration  ;EGUI_BUTTON_STATE
	
; The button is not pressed
#IRR_EGBS_BUTTON_UP=0
; The button is currently pressed down
#IRR_EGBS_BUTTON_DOWN
; The mouse cursor is over the button
#IRR_EGBS_BUTTON_MOUSE_OVER
; The mouse cursor is not over the button
#IRR_EGBS_BUTTON_MOUSE_OFF
; The button has the focus
#IRR_EGBS_BUTTON_FOCUSED
; The button doesn't have the focus
#IRR_EGBS_BUTTON_NOT_FOCUSED
; not used, counts the number of enumerated items
#IRR_EGBS_COUNT
EndEnumeration
;From File:IGUICheckBox.h
;From File:IGUIColorSelectDialog.h
;From File:IGUIComboBox.h
;From File:IGUIContextMenu.h
;From File:IGUIEditBox.h
;From File:IGUIElement.h
Enumeration  ;EGUI_ALIGNMENT

; Aligned to parent's top or left side (default)
#IRR_EGUIA_UPPERLEFT=0
; Aligned to parent's bottom or right side
#IRR_EGUIA_LOWERRIGHT
; Aligned to the center of parent
#IRR_EGUIA_CENTER
; Scaled within its parent
#IRR_EGUIA_SCALE
EndEnumeration
;From File:IGUIElementFactory.h
;From File:IGUIEnvironment.h
;From File:IGUIFileOpenDialog.h
;From File:IGUIFont.h
Enumeration  ;EGUI_FONT_TYPE

; Bitmap fonts loaded from an XML file or a texture.
#IRR_EGFT_BITMAP = 0
; 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.
#IRR_EGFT_VECTOR
; A font which uses a the native API provided by the operating system.
; Currently not used.
#IRR_EGFT_OS
; An external font type provided by the user.
#IRR_EGFT_CUSTOM
EndEnumeration
;From File:IGUIFontBitmap.h
;From File:IGUIImage.h
;From File:IGUIInOutFader.h
;From File:IGUIListBox.h
Enumeration  ;EGUI_LISTBOX_COLOR
	
; Color of text
#IRR_EGUI_LBC_TEXT=0
; Color of selected text
#IRR_EGUI_LBC_TEXT_HIGHLIGHT
; Color of icon
#IRR_EGUI_LBC_ICON
; Color of selected icon
#IRR_EGUI_LBC_ICON_HIGHLIGHT
; Not used, just counts the number of available colors
#IRR_EGUI_LBC_COUNT
EndEnumeration
;From File:IGUIMeshViewer.h
;From File:IGUIScrollBar.h
;From File:IGUISkin.h
Enumeration  ;EGUI_SKIN_TYPE
	
; Default windows look and feel
#IRR_EGST_WINDOWS_CLASSIC=0
; Like EGST_WINDOWS_CLASSIC, but with metallic shaded windows and buttons
#IRR_EGST_WINDOWS_METALLIC
; Burning's skin
#IRR_EGST_BURNING_SKIN
; An unknown skin, not serializable at present
#IRR_EGST_UNKNOWN
EndEnumeration
Enumeration  ;EGUI_DEFAULT_COLOR
	
; Dark shadow for three-dimensional display elements.
#IRR_EGDC_3D_DARK_SHADOW = 0
; Shadow color for three-dimensional display elements (for edges facing away from the light source).
#IRR_EGDC_3D_SHADOW
; Face color for three-dimensional display elements and for dialog box backgrounds.
#IRR_EGDC_3D_FACE
; Highlight color for three-dimensional display elements (for edges facing the light source.)
#IRR_EGDC_3D_HIGH_LIGHT
; Light color for three-dimensional display elements (for edges facing the light source.)
#IRR_EGDC_3D_LIGHT
; Active window border.
#IRR_EGDC_ACTIVE_BORDER
; Active window title bar text.
#IRR_EGDC_ACTIVE_CAPTION
; Background color of multiple document interface (MDI) applications.
#IRR_EGDC_APP_WORKSPACE
; Text on a button
#IRR_EGDC_BUTTON_TEXT
; Grayed (disabled) text.
#IRR_EGDC_GRAY_TEXT
; Item(s) selected in a control.
#IRR_EGDC_HIGH_LIGHT
; Text of item(s) selected in a control.
#IRR_EGDC_HIGH_LIGHT_TEXT
; Inactive window border.
#IRR_EGDC_INACTIVE_BORDER
; Inactive window caption.
#IRR_EGDC_INACTIVE_CAPTION
; Tool tip text color
#IRR_EGDC_TOOLTIP
; Tool tip background color
#IRR_EGDC_TOOLTIP_BACKGROUND
; Scrollbar gray area
#IRR_EGDC_SCROLLBAR
; Window background
#IRR_EGDC_WINDOW
; Window symbols like on close buttons, scroll bars and check boxes
#IRR_EGDC_WINDOW_SYMBOL
; Icons in a list or tree
#IRR_EGDC_ICON
; Selected icons in a list or tree
#IRR_EGDC_ICON_HIGH_LIGHT
; this value is not used, it only specifies the amount of default colors
; available.
#IRR_EGDC_COUNT
EndEnumeration
Enumeration  ;EGUI_DEFAULT_SIZE
	
; default with / height of scrollbar
#IRR_EGDS_SCROLLBAR_SIZE = 0
; height of menu
#IRR_EGDS_MENU_HEIGHT
; width of a window button
#IRR_EGDS_WINDOW_BUTTON_WIDTH
; width of a checkbox check
#IRR_EGDS_CHECK_BOX_WIDTH
; width of a messagebox
#IRR_EGDS_MESSAGE_BOX_WIDTH
; height of a messagebox
#IRR_EGDS_MESSAGE_BOX_HEIGHT
; width of a default button
#IRR_EGDS_BUTTON_WIDTH
; height of a default button
#IRR_EGDS_BUTTON_HEIGHT
; distance for text from background
#IRR_EGDS_TEXT_DISTANCE_X
; distance for text from background
#IRR_EGDS_TEXT_DISTANCE_Y
; this value is not used, it only specifies the amount of default sizes
; available.
#IRR_EGDS_COUNT
EndEnumeration
Enumeration  ;EGUI_DEFAULT_TEXT
	
; Text for the OK button on a message box
#IRR_EGDT_MSG_BOX_OK = 0
; Text for the Cancel button on a message box
#IRR_EGDT_MSG_BOX_CANCEL
; Text for the Yes button on a message box
#IRR_EGDT_MSG_BOX_YES
; Text for the No button on a message box
#IRR_EGDT_MSG_BOX_NO
; Tooltip text for window close button
#IRR_EGDT_WINDOW_CLOSE
; Tooltip text for window maximize button
#IRR_EGDT_WINDOW_MAXIMIZE
; Tooltip text for window minimize button
#IRR_EGDT_WINDOW_MINIMIZE
; Tooltip text for window restore button
#IRR_EGDT_WINDOW_RESTORE
; this value is not used, it only specifies the number of default texts
#IRR_EGDT_COUNT
EndEnumeration
Enumeration  ;EGUI_DEFAULT_ICON
	
; maximize window button
#IRR_EGDI_WINDOW_MAXIMIZE = 0
; restore window button
#IRR_EGDI_WINDOW_RESTORE
; close window button
#IRR_EGDI_WINDOW_CLOSE
; minimize window button
#IRR_EGDI_WINDOW_MINIMIZE
; resize icon for bottom right corner of a window
#IRR_EGDI_WINDOW_RESIZE
; scroll bar up button
#IRR_EGDI_CURSOR_UP
; scroll bar down button
#IRR_EGDI_CURSOR_DOWN
; scroll bar left button
#IRR_EGDI_CURSOR_LEFT
; scroll bar right button
#IRR_EGDI_CURSOR_RIGHT
; icon for menu children
#IRR_EGDI_MENU_MORE
; tick for checkbox
#IRR_EGDI_CHECK_BOX_CHECKED
; down arrow for dropdown menus
#IRR_EGDI_DROP_DOWN
; smaller up arrow
#IRR_EGDI_SMALL_CURSOR_UP
; smaller down arrow
#IRR_EGDI_SMALL_CURSOR_DOWN
; selection dot in a radio button
#IRR_EGDI_RADIO_BUTTON_CHECKED
; << icon indicating there is more content to the left
#IRR_EGDI_MORE_LEFT
; >> icon indicating that there is more content to the right
#IRR_EGDI_MORE_RIGHT
; icon indicating that there is more content above
#IRR_EGDI_MORE_UP
; icon indicating that there is more content below
#IRR_EGDI_MORE_DOWN
; plus icon for trees
#IRR_EGDI_EXPAND
; minus icon for trees
#IRR_EGDI_COLLAPSE
; file icon for file selection
#IRR_EGDI_FILE
; folder icon for file selection
#IRR_EGDI_DIRECTORY
; value not used, it only specifies the number of icons
#IRR_EGDI_COUNT
EndEnumeration
Enumeration  ;EGUI_DEFAULT_FONT
	
; For static text, edit boxes, lists and most other places
#IRR_EGDF_DEFAULT=0
; Font for buttons
#IRR_EGDF_BUTTON
; Font for window title bars
#IRR_EGDF_WINDOW
; Font for menu items
#IRR_EGDF_MENU
; Font for tooltips
#IRR_EGDF_TOOLTIP
; this value is not used, it only specifies the amount of default fonts
; available.
#IRR_EGDF_COUNT
EndEnumeration
;From File:IGUISpinBox.h
;From File:IGUISpriteBank.h
;From File:IGUIStaticText.h
;From File:IGUITabControl.h
;From File:IGUIToolbar.h
;From File:IGUIWindow.h
;From File:IImage.h
Enumeration  ;ECOLOR_FORMAT

; 16 bit color format used by the software driver, and 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.
#IRR_ECF_A1R5G5B5 = 0
; Standard 16 bit color format.
#IRR_ECF_R5G6B5
; 24 bit color, no alpha channel, but 8 bit for red, green and blue.
#IRR_ECF_R8G8B8
; Default 32 bit color format. 8 bits are used for every component:
; red, green, blue and alpha.
#IRR_ECF_A8R8G8B8
EndEnumeration
;From File:IImageLoader.h
;From File:IImageWriter.h
;From File:ILightSceneNode.h
;From File:ILogger.h
Enumeration  ;ELOG_LEVEL

; High log level, warnings, errors and important information
; texts are printed out.
#IRR_ELL_INFORMATION = 0
; Default log level, warnings and errors are printed out
#IRR_ELL_WARNING
; Low log level, only errors are printed into the log
#IRR_ELL_ERROR
; Nothing is printed out to the log
#IRR_ELL_NONE
EndEnumeration
;From File:IMaterialRenderer.h
;From File:IMaterialRendererServices.h
;From File:IMesh.h
;From File:IMeshBuffer.h
Enumeration  ;E_PRIMITIVE_TYPE
	
; All vertices are non-connected points.
#IRR_EPT_POINTS=0
; All vertices form a single connected line.
#IRR_EPT_LINE_STRIP
; Just as LINE_STRIP, but the last and the first vertex is also connected.
#IRR_EPT_LINE_LOOP
; Every two vertices are connected creating n/2 lines.
#IRR_EPT_LINES
; After the first two vertices each vertex defines a new triangle.
; Always the two last and the new one form a new triangle.
#IRR_EPT_TRIANGLE_STRIP
; After the first two vertices each vertex defines a new triangle.
; All around the common first vertex.
#IRR_EPT_TRIANGLE_FAN
; Explicitly set all vertices for each triangle.
#IRR_EPT_TRIANGLES
; After the first two vertices each further tw vetices create a quad with the preceding two.
#IRR_EPT_QUAD_STRIP
; Every four vertices create a quad.
#IRR_EPT_QUADS
; Just as LINE_LOOP, but filled.
#IRR_EPT_POLYGON
; The single vertices are expanded to quad billboards on the GPU.
#IRR_EPT_POINT_SPRITES
EndEnumeration
;From File:IMeshCache.h
;From File:IMeshLoader.h
;From File:IMeshManipulator.h
;From File:IMeshSceneNode.h
;From File:IMeshWriter.h
;From File:IMetaTriangleSelector.h
;From File:IOSOperator.h
;From File:IParticleAffector.h
Enumeration  ;E_PARTICLE_AFFECTOR_TYPE

#IRR_EPAT_NONE = 0
#IRR_EPAT_ATTRACT
#IRR_EPAT_FADE_OUT
#IRR_EPAT_GRAVITY
#IRR_EPAT_ROTATE
#IRR_EPAT_COUNT
EndEnumeration
;From File:IParticleAnimatedMeshSceneNodeEmitter.h
;From File:IParticleAttractionAffector.h
;From File:IParticleBoxEmitter.h
;From File:IParticleCylinderEmitter.h
;From File:IParticleEmitter.h
Enumeration  ;E_PARTICLE_EMITTER_TYPE

#IRR_EPET_POINT = 0
#IRR_EPET_ANIMATED_MESH
#IRR_EPET_BOX
#IRR_EPET_CYLINDER
#IRR_EPET_MESH
#IRR_EPET_RING
#IRR_EPET_SPHERE
#IRR_EPET_COUNT
EndEnumeration
;From File:IParticleFadeOutAffector.h
;From File:IParticleGravityAffector.h
;From File:IParticleMeshEmitter.h
;From File:IParticleRingEmitter.h
;From File:IParticleRotationAffector.h
;From File:IParticleSphereEmitter.h
;From File:IParticleSystemSceneNode.h
;From File:IQ3LevelMesh.h
;From File:IQ3Shader.h
;From File:IReadFile.h
;From File:IReferenceCounted.h
;From File:irrAllocator.h
;From File:irrArray.h
;From File:ISceneManager.h
Enumeration  ;E_SCENE_NODE_RENDER_PASS
	
; Camera pass. The active view is set up here.
; The very first pass.
#IRR_ESNRP_CAMERA
; In this pass, lights are transformed into camera space and added to the driver
#IRR_ESNRP_LIGHT
; This is used for sky boxes.
#IRR_ESNRP_SKY_BOX
; All normal objects can use this for registering themselves.
; This value will never be returned by ISceneManager::getSceneNodeRenderPass().
; The scene manager will determine by itself if an object is
; transparent or solid and register the object as SNRT_TRANSPARENT or
; SNRT_SOLD automaticly 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 SNRT_SOLID, the other time as SNRT_TRANSPARENT) and
; in the render() method call getSceneNodeRenderPass() to find out the current
; render pass and render only the corresponding parts of the node.
#IRR_ESNRP_AUTOMATIC
; Solid scene nodes or special scene nodes without materials.
#IRR_ESNRP_SOLID
; Drawn after the transparent nodes, the time for drawing shadow volumes
#IRR_ESNRP_SHADOW
; Transparent scene nodes, drawn after shadow nodes. They are sorted from back
; to front and drawn in that order.
#IRR_ESNRP_TRANSPARENT
; Scene Nodes with special support
#IRR_ESNRP_SHADER_0
#IRR_ESNRP_SHADER_1
#IRR_ESNRP_SHADER_2
#IRR_ESNRP_SHADER_3
#IRR_ESNRP_SHADER_4
#IRR_ESNRP_SHADER_5
#IRR_ESNRP_SHADER_6
#IRR_ESNRP_SHADER_7
#IRR_ESNRP_SHADER_8
#IRR_ESNRP_SHADER_9
#IRR_ESNRP_SHADER_10
; Never used, value specifing how much parameters there are.
#IRR_ESNRP_COUNT
EndEnumeration
;From File:irrlicht.h
;From File:IrrlichtDevice.h
;From File:irrList.h
;From File:irrMap.h
;From File:irrMath.h
;From File:irrString.h
;From File:irrTypes.h
;From File:irrXML.h
Enumeration  ;ETEXT_FORMAT
	
; ASCII, file without byte order mark, or not a text file
#IRR_ETF_ASCII
; UTF-8 format
#IRR_ETF_UTF8
; UTF-16 format, big endian
#IRR_ETF_UTF16_BE
; UTF-16 format, little endian
#IRR_ETF_UTF16_LE
; UTF-32 format, big endian
#IRR_ETF_UTF32_BE
; UTF-32 format, little endian
#IRR_ETF_UTF32_LE
EndEnumeration
Enumeration  ;EXML_NODE
	
; No xml node. This is usually the node if you did not read anything yet.
#IRR_EXN_NONE
; An xml element such as &lt;foo&gt;
#IRR_EXN_ELEMENT
; End of an xml element such as &lt;/foo&gt;
#IRR_EXN_ELEMENT_END
; Text within an xml element: &lt;foo&gt; this is the text. &lt;foo&gt;
#IRR_EXN_TEXT
; An xml comment like &lt;!-- I am a comment --&gt; or a DTD definition.
#IRR_EXN_COMMENT
; An xml cdata section like &lt;![CDATA[ this is some CDATA ]]&gt;
#IRR_EXN_CDATA
; Unknown element.
#IRR_EXN_UNKNOWN
EndEnumeration
;From File:ISceneCollisionManager.h
;From File:ISceneNode.h
;From File:ISceneNodeAnimator.h
;From File:ISceneNodeAnimatorCollisionResponse.h
;From File:ISceneNodeAnimatorFactory.h
;From File:ISceneNodeFactory.h
;From File:ISceneUserDataSerializer.h
;From File:IShaderConstantSetCallBack.h
;From File:IShadowVolumeSceneNode.h
;From File:ISkinnedMesh.h
Enumeration  ;E_INTERPOLATION_MODE
	
#IRR_EIM_CONSTANT = 0
#IRR_EIM_LINEAR
; count of all available interpolation modes
#IRR_EIM_COUNT
EndEnumeration
;From File:ITerrainSceneNode.h
;From File:ITextSceneNode.h
;From File:ITexture.h
Enumeration  ;E_TEXTURE_CREATION_FLAG

; 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
; ETCF_ALWAYS_32_BIT, ETCF_OPTIMIZED_FOR_QUALITY,
; or ETCF_OPTIMIZED_FOR_SPEED at the same time.
#IRR_ETCF_ALWAYS_16_BIT = $00000001
; 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
; ETCF_ALWAYS_16_BIT, ETCF_OPTIMIZED_FOR_QUALITY,
; or ETCF_OPTIMIZED_FOR_SPEED at the same time.
#IRR_ETCF_ALWAYS_32_BIT = $00000002
; 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
; ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT,
; or ETCF_OPTIMIZED_FOR_SPEED at the same time.
#IRR_ETCF_OPTIMIZED_FOR_QUALITY  = $00000004
; 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
; ETCF_ALWAYS_16_BIT, ETCF_ALWAYS_32_BIT, or ETCF_OPTIMIZED_FOR_QUALITY,
; at the same time.
#IRR_ETCF_OPTIMIZED_FOR_SPEED = $00000008
; Automatically creates mip map levels for the textures.
#IRR_ETCF_CREATE_MIP_MAPS = $00000010
; Discard any alpha layer and use non-alpha color format.
#IRR_ETCF_NO_ALPHA_CHANNEL = $00000020
; This flag is never used, it only forces the compiler to
; compile these enumeration values to 32 bit.
#IRR_ETCF_FORCE_32_BIT_DO_NOT_USE = $7fffffff
EndEnumeration
;From File:ITimer.h
;From File:ITriangleSelector.h
;From File:IVideoDriver.h
Enumeration  ;E_TRANSFORMATION_STATE
	
; View transformation
#IRR_ETS_VIEW = 0
; World transformation
#IRR_ETS_WORLD
; Projection transformation
#IRR_ETS_PROJECTION
; Texture transformation
#IRR_ETS_TEXTURE_0
; Texture transformation
#IRR_ETS_TEXTURE_1
; Texture transformation
#IRR_ETS_TEXTURE_2
; Texture transformation
#IRR_ETS_TEXTURE_3
; Not used
#IRR_ETS_COUNT
EndEnumeration
;From File:IVideoModeList.h
;From File:IWriteFile.h
;From File:IXMLReader.h
;From File:IXMLWriter.h
;From File:Keycodes.h
Enumeration  ;EKEY_CODE
	
#IRR_KEY_LBUTTON          = $01;
#IRR_KEY_RBUTTON          = $02;
#IRR_KEY_CANCEL           = $03;
#IRR_KEY_MBUTTON          = $04;
#IRR_KEY_XBUTTON1         = $05;
#IRR_KEY_XBUTTON2         = $06;
#IRR_KEY_BACK             = $08;
#IRR_KEY_TAB              = $09;
#IRR_KEY_CLEAR            = $0C;
#IRR_KEY_RETURN           = $0D;
#IRR_KEY_SHIFT            = $10;
#IRR_KEY_CONTROL          = $11;
#IRR_KEY_MENU             = $12;
#IRR_KEY_PAUSE            = $13;
#IRR_KEY_CAPITAL          = $14;
#IRR_KEY_KANA             = $15;
#IRR_KEY_HANGUEL          = $15;
#IRR_KEY_HANGUL           = $15;
#IRR_KEY_JUNJA            = $17;
#IRR_KEY_FINAL            = $18;
#IRR_KEY_HANJA            = $19;
#IRR_KEY_KANJI            = $19;
#IRR_KEY_ESCAPE           = $1B;
#IRR_KEY_CONVERT          = $1C;
#IRR_KEY_NONCONVERT       = $1D;
#IRR_KEY_ACCEPT           = $1E;
#IRR_KEY_MODECHANGE       = $1F;
#IRR_KEY_SPACE            = $20;
#IRR_KEY_PRIOR            = $21;
#IRR_KEY_NEXT             = $22;
#IRR_KEY_END              = $23;
#IRR_KEY_HOME             = $24;
#IRR_KEY_LEFT             = $25;
#IRR_KEY_UP               = $26;
#IRR_KEY_RIGHT            = $27;
#IRR_KEY_DOWN             = $28;
#IRR_KEY_SELECT           = $29;
#IRR_KEY_PRINT            = $2A;
#IRR_KEY_EXECUT           = $2B;
#IRR_KEY_SNAPSHOT         = $2C;
#IRR_KEY_INSERT           = $2D;
#IRR_KEY_DELETE           = $2E;
#IRR_KEY_HELP             = $2F;
#IRR_KEY_KEY_0            = $30;
#IRR_KEY_KEY_1            = $31;
#IRR_KEY_KEY_2            = $32;
#IRR_KEY_KEY_3            = $33;
#IRR_KEY_KEY_4            = $34;
#IRR_KEY_KEY_5            = $35;
#IRR_KEY_KEY_6            = $36;
#IRR_KEY_KEY_7            = $37;
#IRR_KEY_KEY_8            = $38;
#IRR_KEY_KEY_9            = $39;
#IRR_KEY_KEY_A            = $41;
#IRR_KEY_KEY_B            = $42;
#IRR_KEY_KEY_C            = $43;
#IRR_KEY_KEY_D            = $44;
#IRR_KEY_KEY_E            = $45;
#IRR_KEY_KEY_F            = $46;
#IRR_KEY_KEY_G            = $47;
#IRR_KEY_KEY_H            = $48;
#IRR_KEY_KEY_I            = $49;
#IRR_KEY_KEY_J            = $4A;
#IRR_KEY_KEY_K            = $4B;
#IRR_KEY_KEY_L            = $4C;
#IRR_KEY_KEY_M            = $4D;
#IRR_KEY_KEY_N            = $4E;
#IRR_KEY_KEY_O            = $4F;
#IRR_KEY_KEY_P            = $50;
#IRR_KEY_KEY_Q            = $51;
#IRR_KEY_KEY_R            = $52;
#IRR_KEY_KEY_S            = $53;
#IRR_KEY_KEY_T            = $54;
#IRR_KEY_KEY_U            = $55;
#IRR_KEY_KEY_V            = $56;
#IRR_KEY_KEY_W            = $57;
#IRR_KEY_KEY_X            = $58;
#IRR_KEY_KEY_Y            = $59;
#IRR_KEY_KEY_Z            = $5A;
#IRR_KEY_LWIN             = $5B;
#IRR_KEY_RWIN             = $5C;
#IRR_KEY_APPS             = $5D;
#IRR_KEY_SLEEP            = $5F;
#IRR_KEY_NUMPAD0          = $60;
#IRR_KEY_NUMPAD1          = $61;
#IRR_KEY_NUMPAD2          = $62;
#IRR_KEY_NUMPAD3          = $63;
#IRR_KEY_NUMPAD4          = $64;
#IRR_KEY_NUMPAD5          = $65;
#IRR_KEY_NUMPAD6          = $66;
#IRR_KEY_NUMPAD7          = $67;
#IRR_KEY_NUMPAD8          = $68;
#IRR_KEY_NUMPAD9          = $69;
#IRR_KEY_MULTIPLY         = $6A;
#IRR_KEY_ADD              = $6B;
#IRR_KEY_SEPARATOR        = $6C;
#IRR_KEY_SUBTRACT         = $6D;
#IRR_KEY_DECIMAL          = $6E;
#IRR_KEY_DIVIDE           = $6F;
#IRR_KEY_F1               = $70;
#IRR_KEY_F2               = $71;
#IRR_KEY_F3               = $72;
#IRR_KEY_F4               = $73;
#IRR_KEY_F5               = $74;
#IRR_KEY_F6               = $75;
#IRR_KEY_F7               = $76;
#IRR_KEY_F8               = $77;
#IRR_KEY_F9               = $78;
#IRR_KEY_F10              = $79;
#IRR_KEY_F11              = $7A;
#IRR_KEY_F12              = $7B;
#IRR_KEY_F13              = $7C;
#IRR_KEY_F14              = $7D;
#IRR_KEY_F15              = $7E;
#IRR_KEY_F16              = $7F;
#IRR_KEY_F17              = $80;
#IRR_KEY_F18              = $81;
#IRR_KEY_F19              = $82;
#IRR_KEY_F20              = $83;
#IRR_KEY_F21              = $84;
#IRR_KEY_F22              = $85;
#IRR_KEY_F23              = $86;
#IRR_KEY_F24              = $87;
#IRR_KEY_NUMLOCK          = $90;
#IRR_KEY_SCROLL           = $91;
#IRR_KEY_LSHIFT           = $A0;
#IRR_KEY_RSHIFT           = $A1;
#IRR_KEY_LCONTROL         = $A2;
#IRR_KEY_RCONTROL         = $A3;
#IRR_KEY_LMENU            = $A4;
#IRR_KEY_RMENU            = $A5;
#IRR_KEY_PLUS             = $BB;
#IRR_KEY_COMMA            = $BC;
#IRR_KEY_MINUS            = $BD;
#IRR_KEY_PERIOD           = $BE;
#IRR_KEY_ATTN             = $F6;
#IRR_KEY_CRSEL            = $F7;
#IRR_KEY_EXSEL            = $F8;
#IRR_KEY_EREOF            = $F9;
#IRR_KEY_PLAY             = $FA;
#IRR_KEY_ZOOM             = $FB;
#IRR_KEY_PA1              = $FD;
#IRR_KEY_OEM_CLEAR        = $FE;
#IRR_KEY_KEY_CODES_COUNT  = $FF;
EndEnumeration
;From File:line2d.h
;From File:line3d.h
;From File:matrix4.h
;From File:plane3d.h
Enumeration  ;EIntersectionRelation3D

#IRR_ISREL3D_FRONT = 0
#IRR_ISREL3D_BACK
#IRR_ISREL3D_PLANAR
#IRR_ISREL3D_SPANNING
#IRR_ISREL3D_CLIPPED
EndEnumeration
;From File:position2d.h
;From File:quaternion.h
;From File:rect.h
;From File:S3DVertex.h
Enumeration  ;E_VERTEX_TYPE

; Standard vertex type used by the Irrlicht engine, video::S3DVertex.
#IRR_EVT_STANDARD = 0
; Vertex with two texture coordinates, video::S3DVertex2TCoords. Usually used
; for geometry with lightmaps or other special materials.
#IRR_EVT_2TCOORDS
; Vertex with a tangent and binormal vector, video::S3DVertexTangents. Usually
; used for tangent space normal mapping.
#IRR_EVT_TANGENTS
EndEnumeration
;From File:SAnimatedMesh.h
;From File:SceneParameters.h
;From File:SColor.h
;From File:SExposedVideoData.h
;From File:SIrrCreationParameters.h
;From File:SKeyMap.h
Enumeration  ;EKEY_ACTION
	
#IRR_EKA_MOVE_FORWARD = 0
#IRR_EKA_MOVE_BACKWARD
#IRR_EKA_STRAFE_LEFT
#IRR_EKA_STRAFE_RIGHT
#IRR_EKA_JUMP_UP
#IRR_EKA_COUNT
; This value is not used. It only forces this enumeration to compile in 32 bit.
#IRR_EKA_FORCE_32BIT = $7fffffff
EndEnumeration
;From File:SLight.h
Enumeration  ;E_LIGHT_TYPE

; point light, it has a position in space and radiates light in all directions
#IRR_ELT_POINT
; spot light, it has a position in space, a direction, and a limited cone of influence
#IRR_ELT_SPOT
; directional light, coming from a direction from an infinite distance
#IRR_ELT_DIRECTIONAL
EndEnumeration
;From File:SMaterial.h
Enumeration  ;E_BLEND_FACTOR
	
#IRR_EBF_ZERO= 0;
#IRR_EBF_ONE;
#IRR_EBF_DST_COLOR;
#IRR_EBF_ONE_MINUS_DST_COLOR;
#IRR_EBF_SRC_COLOR;
#IRR_EBF_ONE_MINUS_SRC_COLOR;
#IRR_EBF_SRC_ALPHA;
#IRR_EBF_ONE_MINUS_SRC_ALPHA;
#IRR_EBF_DST_ALPHA;
#IRR_EBF_ONE_MINUS_DST_ALPHA;
#IRR_EBF_SRC_ALPHA_SATURATE;
EndEnumeration
Enumeration  ;E_MODULATE_FUNC
	
#IRR_EMFN_MODULATE_1X= 1
#IRR_EMFN_MODULATE_2X= 2
#IRR_EMFN_MODULATE_4X= 4
EndEnumeration
;From File:SMaterialLayer.h
Enumeration  ;E_TEXTURE_CLAMP
	
; Texture repeats
#IRR_ETC_REPEAT = 0
; Texture is clamped to the last pixel
#IRR_ETC_CLAMP
; Texture is clamped to the edge pixel
#IRR_ETC_CLAMP_TO_EDGE
; Texture is clamped to the border pixel (if exists)
#IRR_ETC_CLAMP_TO_BORDER
; Texture is alternatingly mirrored (0..1..0..1..0..)
#IRR_ETC_MIRROR
EndEnumeration
;From File:SMesh.h
;From File:SMeshBuffer.h
;From File:SMeshBufferLightMap.h
;From File:SMeshBufferTangents.h
;From File:SParticle.h
;From File:SSharedMeshBuffer.h
;From File:SSkinMeshBuffer.h
;From File:SViewFrustum.h
Enumeration  ;E_TRANSFORMATION_STATE_3
		
#IRR_ETS_VIEW_PROJECTION_3 = #IRR_ETS_PROJECTION + 1
#IRR_ETS_VIEW_MODEL_INVERSE_3
#IRR_ETS_CURRENT_3
#IRR_ETS_COUNT_3
EndEnumeration
;From File:triangle3d.h
;From File:vector2d.h
;From File:vector3d.h
;From File:IParticleSystemExtSceneNode.h
;From File:IrrCompileConfig.h
;From File:IParticleAffectorBuilder.h
;From File:IParticleEmitterBuilder.h
