Castor3D  ..
Castor3D::Submesh Liste des membres

Liste complète des membres de Castor3D::Submesh, y compris les membres hérités :

AddFace(uint32_t a, uint32_t b, uint32_t c)Castor3D::Submesh
AddFaceGroup(stFACE_INDICES *p_pFaces, uint32_t p_uiNbFaces)Castor3D::Submesh
AddFaceGroup(stFACE_INDICES(&p_pFaces)[Count])Castor3D::Submeshinline
AddPoint(real x, real y, real z)Castor3D::Submesh
AddPoint(Castor::Point3r const &p_v)Castor3D::Submesh
AddPoint(real *p_v)Castor3D::Submesh
AddPoints(stVERTEX_GROUP const &p_vertices)Castor3D::Submesh
AddQuadFace(uint32_t a, uint32_t b, uint32_t c, uint32_t d, Castor::Point3r const &p_ptMinUV=Castor::Point3r(), Castor::Point3r const &p_ptMaxUV=Castor::Point3r(1, 1, 1))Castor3D::Submesh
Cleanup()Castor3D::Submesh
ClearFaces()Castor3D::Submesh
Clone()Castor3D::Submesh
ComputeBitangents()Castor3D::Submesh
ComputeContainers()Castor3D::Submesh
ComputeFacesFromPolygonVertex()Castor3D::Submesh
ComputeNormals(bool p_bReverted=false)Castor3D::Submeshvirtual
ComputeNormals(FaceSPtr p_pFace)Castor3D::Submesh
ComputeTangents(FaceSPtr p_pFace)Castor3D::Submesh
ComputeTangentsFromBitangents()Castor3D::Submesh
ComputeTangentsFromNormals()Castor3D::Submesh
EndRender()Castor3D::Renderable< Submesh, SubmeshRenderer >inlinevirtual
FacesBegin()Castor3D::Submeshinline
FacesBegin() const Castor3D::Submeshinline
FacesEnd()Castor3D::Submeshinline
FacesEnd() const Castor3D::Submeshinline
GenerateBuffers()Castor3D::Submesh
GetCubeBox() const Castor3D::Submeshinline
GetCubeBox()Castor3D::Submeshinline
GetDeclaration()Castor3D::Submeshinline
GetDefaultMaterial() const Castor3D::Submeshinline
GetEngine() constCastor3D::Renderable< Submesh, SubmeshRenderer >inlinevirtual
GetFace(uint32_t p_uiIndex) const Castor3D::Submeshinline
GetFaceCount() const Castor3D::Submesh
GetFaces() const Castor3D::Submeshinline
GetFaces()Castor3D::Submeshinline
GetParent() const Castor3D::Submeshinline
GetPoint(uint32_t p_uiIndex) const Castor3D::Submeshinline
GetPoints() const Castor3D::Submeshinline
GetPoints()Castor3D::Submeshinline
GetPointsCount() const Castor3D::Submesh
GetProgramFlags() const Castor3D::Submeshinline
GetRefCount(MaterialSPtr p_material) const Castor3D::Submesh
GetRenderer() constCastor3D::Renderable< Submesh, SubmeshRenderer >inline
GetSkeleton() const Castor3D::Submeshinline
GetSphere() const Castor3D::Submeshinline
GetSphere()Castor3D::Submeshinline
IsInMyPoints(Castor::Point3r const &p_vertex)Castor3D::Submesh
m_pEngineCastor3D::Renderable< Submesh, SubmeshRenderer >protected
m_pRendererCastor3D::Renderable< Submesh, SubmeshRenderer >protected
operator=(Renderable< Submesh, SubmeshRenderer > const &p_copy)Castor3D::Renderable< Submesh, SubmeshRenderer >inlineprotected
operator=(Renderable< Submesh, SubmeshRenderer > &&p_copy)Castor3D::Renderable< Submesh, SubmeshRenderer >inlineprotected
operator[](uint32_t p_uiIndex) const Castor3D::Submeshinline
Ref(MaterialSPtr p_material)Castor3D::Submesh
Render()Castor3D::Submeshvirtual
Render2D()Castor3D::Renderable< Submesh, SubmeshRenderer >inlinevirtual
Renderable(Engine *p_pEngine)Castor3D::Renderable< Submesh, SubmeshRenderer >inlineprotected
Renderable(Renderable< Submesh, SubmeshRenderer > const &p_copy)Castor3D::Renderable< Submesh, SubmeshRenderer >inlineprotected
Renderable(Renderable< Submesh, SubmeshRenderer > &&p_copy)Castor3D::Renderable< Submesh, SubmeshRenderer >inlineprotected
ResetGpuBuffers()Castor3D::Submesh
SetDefaultMaterial(MaterialSPtr p_mat)Castor3D::Submeshinline
SortFaces(Castor::Point3r const &p_ptCamera)Castor3D::Submesh
Submesh(MeshRPtr p_pMesh, Engine *p_pEngine=nullptr, uint32_t p_uiID=1)Castor3D::Submesh
UnRef(MaterialSPtr p_material)Castor3D::Submesh
VerticesBegin()Castor3D::Submeshinline
VerticesBegin() const Castor3D::Submeshinline
VerticesEnd()Castor3D::Submeshinline
VerticesEnd() const Castor3D::Submeshinline
~Renderable()Castor3D::Renderable< Submesh, SubmeshRenderer >inlinevirtual
~Submesh()Castor3D::Submesh