Types

   
type MinSG.SceneManagement.ImportContext
type MinSG.SceneManagement.SceneManager

Attributes

   
MinSG.SceneManagement.IMPORT_OPTION_DAE_INVERT_TRANSPARENCY  
MinSG.SceneManagement.IMPORT_OPTION_NONE  
MinSG.SceneManagement.IMPORT_OPTION_REUSE_EXISTING_STATES  
MinSG.SceneManagement.IMPORT_OPTION_USE_MESH_HASHING_REGISTRY  
MinSG.SceneManagement.IMPORT_OPTION_USE_MESH_REGISTRY  
MinSG.SceneManagement.IMPORT_OPTION_USE_TEXTURE_REGISTRY  

Functions

   
MinSG.SceneManagement.createImportContext(p0 [, p1]) [ESMF] ImportContext MinSG.SceneManagement.createImportContext( SceneManager, options = 0)
MinSG.SceneManagement.loadCOLLADA(p0, p1 [, p2]) [ESMF] GroupNode sceneManager.loadCOLLADA( importContext,filename || SceneManager, filename, [importOptions])
MinSG.SceneManagement.loadMinSGFile(p0, p1 [, p2]) [ESMF] Array|false MinSG.SceneManagement.loadMinSGFile( importContext,filename || SceneManager,filename, [importOptions] )
MinSG.SceneManagement.loadMinSGString(p0, p1) [ESMF] Array|false MinSG.SceneManagement.loadMinSGString(ImportContext, String)
MinSG.SceneManagement.saveCOLLADA(p0, p1) [ESF] bool sceneManager.saveCOLLADA(filename, root)
MinSG.SceneManagement.saveMeshesInSubtreeAsMMF(p0, p1 [, p2]) [ESMF] void MinSG.SceneManagement.saveMeshesInSubtreeAsMMF(rootNode, dirName [,saveRegisteredNodes=false])
MinSG.SceneManagement.saveMeshesInSubtreeAsPLY(p0, p1 [, p2]) [ESMF] void MinSG.SceneManagement.saveMeshesInSubtreeAsPLY(rootNode, dirName [,saveRegisteredNodes=false])
MinSG.SceneManagement.saveMinSGFile(p0, p1, p2) [ESF] void MinSG.SceneManagement.saveMinSGFile(sceneManager, filename, Array nodes)
MinSG.SceneManagement.saveMinSGString(p0, p1) [ESF] String|false MinSG.SceneManagement.saveMinSGString(sceneManager,Array nodes)