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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::CSceneUser class Reference</title>
+<link href="doxygen.css" rel="stylesheet" type="text/css">
+</head><body>
+<!-- Generated by Doxygen 1.3.6 -->
+<div class="qindex"> <form class="search" action="search.php" method="get">
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+<h1>NL3D::CSceneUser Class Reference</h1><code>#include &lt;<a class="el" href="a06353.html">scene_user.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::CSceneUser:
+<p><center><img src="a03350.png" usemap="#NL3D::CSceneUser_map" border="0" alt=""></center>
+<map name="NL3D::CSceneUser_map">
+<area href="a03351.html" alt="NL3D::UScene" shape="rect" coords="0,0,121,24">
+</map>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+<dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00062">62</a> of file <a class="el" href="a06353.html">scene_user.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">LoadBalancing mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a> { <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew19">PolygonBalancingOff</a> = 0,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew20">PolygonBalancingOn</a>,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew18">PolygonBalancingClamp</a>,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew0">CountPolygonBalancing</a>
+ }</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Profiling and Render Filtering</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a> { <br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew7">FilterLandscape</a> = 0x00000001,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew17">FilterWater</a> = 0x00000002,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew12">FilterMeshNoVP</a> = 0x00000004,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew13">FilterMeshVP</a> = 0x00000008,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew10">FilterMeshMRMNoVP</a> = 0x00000010,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew11">FilterMeshMRMVP</a> = 0x00000020,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew8">FilterMeshLodNoVP</a> = 0x00000040,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew9">FilterMeshLodVP</a> = 0x00000080,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew16">FilterSkeleton</a> = 0x00000100,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew15">FilterSegRemanence</a> = 0x00000200,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew14">FilterPS</a> = 0x00000400,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew5">FilterFlare</a> = 0x00000800,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew4">FilterCoarseMesh</a> = 0x00001000,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew2">FilterAllMeshNoVP</a> = FilterMeshNoVP + FilterMeshMRMNoVP + FilterMeshLodNoVP,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew3">FilterAllMeshVP</a> = FilterMeshVP + FilterMeshMRMVP + FilterMeshLodVP,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew1">FilterAllMesh</a> = FilterAllMeshNoVP+FilterAllMeshVP,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew6">FilterFX</a> = FilterSegRemanence + FilterPS + FilterFlare
+<br>
+ }</td></tr>
+
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUsera0">getWaterCallback</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUsera1">setWaterCallback</a> (<a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *wcb)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_0">animate</a> (<a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> time)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_2">updateWaitingInstances</a> (double ellapsedTime)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Animation gestion.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_0">createAnimationSet</a> (const std::string &amp;animationSetFile)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a new AnimationSet, load it from a file. Use CPath to search the animation set. exception EPathNotFound if not found. <a href="#NL3D_1_1CSceneUserz860_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_1">createAnimationSet</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an empty AnimationSet. <a href="#NL3D_1_1CSceneUserz860_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03936.html">UPlayListManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_2">createPlayListManager</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a new PlayListManager. <a href="#NL3D_1_1CSceneUserz860_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_3">deleteAnimationSet</a> (<a class="el" href="a02212.html">UAnimationSet</a> *animationSet)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a AnimationSet. <a href="#NL3D_1_1CSceneUserz860_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_4">deletePlayListManager</a> (<a class="el" href="a03936.html">UPlayListManager</a> *playListManager)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a PlayListManager. <a href="#NL3D_1_1CSceneUserz860_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_5">setAutomaticAnimationSet</a> (<a class="el" href="a02212.html">UAnimationSet</a> *as)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Component Mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02322.html">UCamera</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_0">createCamera</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a camera. Usefull for this scene only. <a href="#NL3D_1_1CSceneUserz856_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03923.html">UCloudScape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_1">createCloudScape</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :). <a href="#NL3D_1_1CSceneUserz856_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03047.html">UInstance</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_2">createInstance</a> (const std::string &amp;shapeName)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_3">createInstanceAsync</a> (const std::string &amp;shapeName, <a class="el" href="a03047.html">UInstance</a> **ppInstance, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;position, <a class="el" href="a04558.html#a15">uint</a> selectedTexture)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_4">createInstanceGroupAndAddToSceneAsync</a> (const std::string &amp;instanceGroup, <a class="el" href="a02674.html">UInstanceGroup</a> **pIG, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;pos, const <a class="el" href="a03296.html">NLMISC::CQuat</a> &amp;rot, <a class="el" href="a04558.html#a15">uint</a> selectedTexture, <a class="el" href="a03837.html">IAsyncLoadCallback</a> *pCB=NULL)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03931.html">ULandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_5">createLandscape</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :). <a href="#NL3D_1_1CSceneUserz856_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03937.html">UPointLight</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_6">createPointLight</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a dynamic PointLight. Usefull for this scene only. <a href="#NL3D_1_1CSceneUserz856_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03945.html">USkeleton</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_7">createSkeleton</a> (const std::string &amp;shapeName)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02321.html">UTransform</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_8">createTransform</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_9">deleteCamera</a> (<a class="el" href="a02322.html">UCamera</a> *cam)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a camera. <a href="#NL3D_1_1CSceneUserz856_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_10">deleteCloudScape</a> (<a class="el" href="a03923.html">UCloudScape</a> *cs)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a landscape. <a href="#NL3D_1_1CSceneUserz856_10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_11">deleteInstance</a> (<a class="el" href="a03047.html">UInstance</a> *inst)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_12">deleteInstanceGroup</a> (<a class="el" href="a02674.html">UInstanceGroup</a> *pIG)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_13">deleteLandscape</a> (<a class="el" href="a03931.html">ULandscape</a> *land)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a landscape. <a href="#NL3D_1_1CSceneUserz856_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_14">deletePointLight</a> (<a class="el" href="a03937.html">UPointLight</a> *light)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a dynamic PointLight. <a href="#NL3D_1_1CSceneUserz856_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_15">deleteSkeleton</a> (<a class="el" href="a03945.html">USkeleton</a> *skel)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_16">deleteTransform</a> (<a class="el" href="a02321.html">UTransform</a> *tr)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_17">setToGlobalInstanceGroup</a> (<a class="el" href="a02674.html">UInstanceGroup</a> *pIG)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_18">stopCreatingAndAddingIG</a> (<a class="el" href="a02674.html">UInstanceGroup</a> **pIG)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_19">updateWaitingIG</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">should be called at each render <a href="#NL3D_1_1CSceneUserz856_19"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Visual Collision manager.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03954.html">UVisualCollisionManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz862_0">createVisualCollisionManager</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz862_1">deleteVisualCollisionManager</a> (<a class="el" href="a03954.html">UVisualCollisionManager</a> *mgr)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz850_0">CSceneUser</a> (<a class="el" href="a02437.html">CDriverUser</a> *drv, bool bSmallScene)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz850_1">~CSceneUser</a> ()</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">CLod / Character Lod mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_0">deleteCLodShapeBank</a> (<a class="el" href="a04558.html#a11">uint32</a> bankId)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a Shape Bank. No-op if bad id. <a href="#NL3D_1_1CSceneUserz874_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_1">getCLodAnimIdByName</a> (<a class="el" href="a04558.html#a11">uint32</a> shapeId, const std::string &amp;name) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_2">getCLodShapeIdByName</a> (const std::string &amp;name) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_3">loadCLodShapeBank</a> (const std::string &amp;fileName)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_4">resetCLodManager</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">reset the manager. <a href="#NL3D_1_1CSceneUserz874_4"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Profiling and Render Filtering</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_0">enableElementRender</a> (<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a> elt, bool state)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_1">getProfileResults</a> (CBenchResults &amp;results)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get The result of the profiling. <a href="#NL3D_1_1CSceneUserz876_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_2">profileNextRender</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Profiling for the next <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render()</a>. Reset All stats. <a href="#NL3D_1_1CSceneUserz876_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_3">profileQuadGridClipManager</a> ()</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Global light setup.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_0">enableLightingSystem</a> (bool enable)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_1">getAmbientGlobal</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1CSceneUserz870_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_2">getLightTransitionThreshold</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_2">getLightTransitionThreshold()</a> <a href="#NL3D_1_1CSceneUserz870_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_3">getMaxLightContribution</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_11">setMaxLightContribution()</a> <a href="#NL3D_1_1CSceneUserz870_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_4">getSunAmbient</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Ambient of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_5">getSunDiffuse</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03128.html">NLMISC::CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_6">getSunDirection</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Direction of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_7">getSunSpecular</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Specular of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_8">setAmbientGlobal</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1CSceneUserz870_8"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_9">setLightGroupColor</a> (<a class="el" href="a04558.html#a15">uint</a> lightmapGroup, <a class="el" href="a03337.html">NLMISC::CRGBA</a> color)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the color of a light group. <a href="#NL3D_1_1CSceneUserz870_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_10">setLightTransitionThreshold</a> (float lightTransitionThreshold)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_11">setMaxLightContribution</a> (<a class="el" href="a04558.html#a15">uint</a> nlights)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_12">setSunAmbient</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Ambient of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_13">setSunDiffuse</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> diffuse)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_14">setSunDirection</a> (const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;direction)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Direction of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_15">setSunSpecular</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> specular)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Specular of the Sun used for the scene. <a href="#NL3D_1_1CSceneUserz870_15"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">ShadowMapping Options</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_0">enableShadowPolySmooth</a> (bool enable)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CSceneUserz880_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_1">getEnableShadowPolySmooth</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get Enable Polygon Smoothing flag <a href="#NL3D_1_1CSceneUserz880_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_2">getShadowMapBlurSize</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the size of the blur (&lt;=3 means number of fakeBlur). <a href="#NL3D_1_1CSceneUserz880_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_3">getShadowMapDistFadeEnd</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CSceneUserz880_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_4">getShadowMapDistFadeStart</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CSceneUserz880_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_5">getShadowMapMaxCasterAround</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CSceneUserz880_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_6">getShadowMapMaxCasterInScreen</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1CSceneUserz880_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_7">getShadowMapMaxDepth</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers <a href="#NL3D_1_1CSceneUserz880_7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_8">getShadowMapTextureSize</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return the current base ShadowMap TextureSize. Default is 64 texels. <a href="#NL3D_1_1CSceneUserz880_8"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_9">setShadowMapBlurSize</a> (<a class="el" href="a04558.html#a15">uint</a> bs)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the size of the blur (&lt;=3 means number of fakeBlur). <a href="#NL3D_1_1CSceneUserz880_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_10">setShadowMapDistFadeEnd</a> (float dist)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap Distance Fade end (50 default). <a href="#NL3D_1_1CSceneUserz880_10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_11">setShadowMapDistFadeStart</a> (float dist)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap Distance Fade Start (40 default). <a href="#NL3D_1_1CSceneUserz880_11"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_12">setShadowMapMaxCasterAround</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap max Caster Around (optimize memory). <a href="#NL3D_1_1CSceneUserz880_12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_13">setShadowMapMaxCasterInScreen</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap max Caster In Screen (optimize CPU/GPU). <a href="#NL3D_1_1CSceneUserz880_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_14">setShadowMapMaxDepth</a> (float <a class="el" href="a04223.html#a634">depth</a>)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the ShadowMap Extent <a href="#NL3D_1_1CSceneUserz880_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_15">setShadowMapTextureSize</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">must be a power of 2. <a href="#NL3D_1_1CSceneUserz880_15"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_0">findCameraClusterSystemFromRay</a> (<a class="el" href="a02322.html">UCamera</a> *cam, <a class="el" href="a02674.html">UInstanceGroup</a> *startClusterSystem, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;startPos, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;endPos)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02322.html">UCamera</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_1">getCam</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current camera. <a href="#NL3D_1_1CSceneUserz854_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03704.html">CViewport</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_2">getViewport</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current Viewport. <a href="#NL3D_1_1CSceneUserz854_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_3">setCam</a> (<a class="el" href="a02322.html">UCamera</a> *cam)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="a03351.html">UScene</a>. <a href="#NL3D_1_1CSceneUserz854_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_4">setViewport</a> (const class <a class="el" href="a03704.html">CViewport</a> &amp;viewport)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current Viewport. <a href="#NL3D_1_1CSceneUserz854_4"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Coarse meshes mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_0">getCoarseMeshLightingUpdate</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see <a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_1">setCoarseMeshLightingUpdate()</a> <a href="#NL3D_1_1CSceneUserz866_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_1">setCoarseMeshLightingUpdate</a> (<a class="el" href="a04558.html#a7">uint8</a> period)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_2">setCoarseMeshManagerTexture</a> (const char *sPath)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Flare contexts</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz878_0">getFlareContext</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz878_1">getNumFlareContexts</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz878_2">setFlareContext</a> (<a class="el" href="a04558.html#a15">uint</a> context)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Weather mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz872_0">getGlobalWindDirection</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the current windDirection <a href="#NL3D_1_1CSceneUserz872_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz872_1">getGlobalWindPower</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the current windPower <a href="#NL3D_1_1CSceneUserz872_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz872_2">setGlobalWindDirection</a> (const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;gwd)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current windDirection for all the scene. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized. <a href="#NL3D_1_1CSceneUserz872_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz872_3">setGlobalWindPower</a> (float gwp)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current windPower for all the scene. 0-1. <a href="#NL3D_1_1CSceneUserz872_3"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">LoadBalancing mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_0">getGroupLoadMaxPolygon</a> (const std::string &amp;group)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_1">getGroupNbFaceAsked</a> (const std::string &amp;group) const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_2">getMaxSkeletonsInNotCLodForm</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_6">setMaxSkeletonsInNotCLodForm()</a> <a href="#NL3D_1_1CSceneUserz864_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_3">getNbFaceAsked</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_4">getPolygonBalancingMode</a> () const </td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the PolygonBalancingMode. <a href="#NL3D_1_1CSceneUserz864_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_5">setGroupLoadMaxPolygon</a> (const std::string &amp;group, <a class="el" href="a04558.html#a15">uint</a> nFaces)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_6">setMaxSkeletonsInNotCLodForm</a> (<a class="el" href="a04558.html#a15">uint</a> m)</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_7">setPolygonBalancingMode</a> (<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a> polBalMode)</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the PolygonBalancingMode. <a href="#NL3D_1_1CSceneUserz864_7"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">transparent Layers mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz868_0">getLayersRenderingOrder</a> () const </td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz868_1">setLayersRenderingOrder</a> (bool directOrder=true)</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Accessor for CSceneUser.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html">CScene</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserz882_0">getScene</a> ()</td></tr>
+
+<tr><td colspan=2><br><h2>Protected Types</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a02211.html">CAnimationSetUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx0">TAnimationSetSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a02361.html">CCloudScapeUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx1">TCloudScapeSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a02673.html">CInstanceGroupUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx2">TInstanceGroupSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a02714.html">CLandscapeUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx3">TLandscapeSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a03087.html">CPlayListManagerUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx4">TPlayListManagerSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a02320.html">CTransformUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx5">TTransformSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef <a class="el" href="a03262.html">CPtrSet</a>&lt; <a class="el" href="a03712.html">CVisualCollisionManagerUser</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx6">TVisualCollisionManagerSet</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>typedef std::list&lt; <a class="el" href="a03352.html">CWaitingIG</a> &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserx7">TWaitingIGList</a></td></tr>
+
+<tr><td colspan=2><br><h2>Protected Attributes</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TAnimationSetSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp0">_AnimationSets</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TCloudScapeSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp1">_CloudScapes</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02319.html">CCameraUser</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Current camera. <a href="#NL3D_1_1CSceneUserp2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a02437.html">CDriverUser</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp3">_DriverUser</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The driver which owns this scene. <a href="#NL3D_1_1CSceneUserp3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TInstanceGroupSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp4">_InstanceGroups</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TLandscapeSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp5">_Landscapes</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TPlayListManagerSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp6">_PlayListManagers</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03348.html">CScene</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a></td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">The Scene. <a href="#NL3D_1_1CSceneUserp7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TTransformSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03262.html">TVisualCollisionManagerSet</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp9">_VisualCollisionManagers</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top><a class="el" href="a03350.html#NL3D_1_1CSceneUserx7">TWaitingIGList</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a></td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>std::map&lt; <a class="el" href="a03047.html">UInstance</a> **, <a class="el" href="a02537.html">CTransformShape</a> * &gt;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserp11">_WaitingInstances</a></td></tr>
+
+<tr><td colspan=2><br><h2>Private Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03350.html#NL3D_1_1CSceneUserd0">updateWaitingInstances</a> ()</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">update async loading during a call to render <a href="#NL3D_1_1CSceneUserd0"></a><br><br></td></tr>
+</table>
+<hr><h2>Member Typedef Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSceneUserx0" doxytag="NL3D::CSceneUser::TAnimationSetSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a02211.html">CAnimationSetUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TAnimationSetSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00082">82</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx1" doxytag="NL3D::CSceneUser::TCloudScapeSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a02361.html">CCloudScapeUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TCloudScapeSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00079">79</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx2" doxytag="NL3D::CSceneUser::TInstanceGroupSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a02673.html">CInstanceGroupUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TInstanceGroupSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00080">80</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx3" doxytag="NL3D::CSceneUser::TLandscapeSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a02714.html">CLandscapeUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TLandscapeSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00078">78</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx4" doxytag="NL3D::CSceneUser::TPlayListManagerSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a03087.html">CPlayListManagerUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TPlayListManagerSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00083">83</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx5" doxytag="NL3D::CSceneUser::TTransformSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a02320.html">CTransformUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TTransformSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00077">77</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx6" doxytag="NL3D::CSceneUser::TVisualCollisionManagerSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef <a class="el" href="a03262.html">CPtrSet</a>&lt;<a class="el" href="a03712.html">CVisualCollisionManagerUser</a>&gt; <a class="el" href="a03262.html">NL3D::CSceneUser::TVisualCollisionManagerSet</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00081">81</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserx7" doxytag="NL3D::CSceneUser::TWaitingIGList" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::list&lt;<a class="el" href="a03352.html">CWaitingIG</a>&gt; <a class="el" href="a03350.html#NL3D_1_1CSceneUserx7">NL3D::CSceneUser::TWaitingIGList</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00107">107</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Enumeration Documentation</h2>
+<a class="anchor" name="NL3D_1_1UScenez1530_0" doxytag="NL3D::CSceneUser::TPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">NL3D::UScene::TPolygonBalancingMode</a><code> [inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The mode of polygon balancing. NB: this apply to All LoadBalancingGroups, but the "Default" group which is always considered as PolygonBalancingOff PolygonBalancingOff =&gt; Models will be rendered with the number of faces they want to render. PolygonBalancingOn =&gt; Models will be rendered with the number of faces the LoadBalancing want. PolygonBalancingClamp =&gt; Same as PolygonBalancingOn, but factor &lt;= 1, ie models won't be rendered with more face they want to render.<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew19" doxytag="PolygonBalancingOff" ></a>PolygonBalancingOff</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew20" doxytag="PolygonBalancingOn" ></a>PolygonBalancingOn</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew18" doxytag="PolygonBalancingClamp" ></a>PolygonBalancingClamp</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew0" doxytag="CountPolygonBalancing" ></a>CountPolygonBalancing</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06625.html#l00271">271</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00271 {<a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew19">PolygonBalancingOff</a>=0, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew20">PolygonBalancingOn</a>, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew18">PolygonBalancingClamp</a>, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew0">CountPolygonBalancing</a> };
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_0" doxytag="NL3D::CSceneUser::TRenderFilter" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum <a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">NL3D::UScene::TRenderFilter</a><code> [inherited]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew7" doxytag="FilterLandscape" ></a>FilterLandscape</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew17" doxytag="FilterWater" ></a>FilterWater</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew12" doxytag="FilterMeshNoVP" ></a>FilterMeshNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew13" doxytag="FilterMeshVP" ></a>FilterMeshVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew10" doxytag="FilterMeshMRMNoVP" ></a>FilterMeshMRMNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew11" doxytag="FilterMeshMRMVP" ></a>FilterMeshMRMVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew8" doxytag="FilterMeshLodNoVP" ></a>FilterMeshLodNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew9" doxytag="FilterMeshLodVP" ></a>FilterMeshLodVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew16" doxytag="FilterSkeleton" ></a>FilterSkeleton</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew15" doxytag="FilterSegRemanence" ></a>FilterSegRemanence</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew14" doxytag="FilterPS" ></a>FilterPS</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew5" doxytag="FilterFlare" ></a>FilterFlare</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew4" doxytag="FilterCoarseMesh" ></a>FilterCoarseMesh</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew2" doxytag="FilterAllMeshNoVP" ></a>FilterAllMeshNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew3" doxytag="FilterAllMeshVP" ></a>FilterAllMeshVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew1" doxytag="FilterAllMesh" ></a>FilterAllMesh</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew6" doxytag="FilterFX" ></a>FilterFX</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06625.html#l00459">459</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00460 {
+00461 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew7">FilterLandscape</a>= 0x00000001,
+00462 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew17">FilterWater</a>= 0x00000002,
+00463 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew12">FilterMeshNoVP</a>= 0x00000004,
+00464 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew13">FilterMeshVP</a>= 0x00000008,
+00465 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew10">FilterMeshMRMNoVP</a>= 0x00000010,
+00466 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew11">FilterMeshMRMVP</a>= 0x00000020,
+00467 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew8">FilterMeshLodNoVP</a>= 0x00000040,
+00468 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew9">FilterMeshLodVP</a>= 0x00000080,
+00469 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew16">FilterSkeleton</a>= 0x00000100, <span class="comment">// For skins, and also for sticked objects.</span>
+00470 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew15">FilterSegRemanence</a>= 0x00000200,
+00471 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew14">FilterPS</a>= 0x00000400,
+00472 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew5">FilterFlare</a>= 0x00000800,
+00473 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew4">FilterCoarseMesh</a>= 0x00001000, <span class="comment">// Disable render of CoarseMesh (but not management through Meshs!)</span>
+00474
+00475 <span class="comment">// Combos:</span>
+00476 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew2">FilterAllMeshNoVP</a>= FilterMeshNoVP + FilterMeshMRMNoVP + FilterMeshLodNoVP,
+00477 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew3">FilterAllMeshVP</a>= FilterMeshVP + FilterMeshMRMVP + FilterMeshLodVP,
+00478 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew1">FilterAllMesh</a>= FilterAllMeshNoVP+FilterAllMeshVP,
+00479 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew6">FilterFX</a>= FilterSegRemanence + FilterPS + FilterFlare,
+00480 };
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSceneUserz850_0" doxytag="NL3D::CSceneUser::CSceneUser" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSceneUser::CSceneUser </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02437.html">CDriverUser</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>bSmallScene</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06352.html#l00946">946</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a06353.html#l00069">_DriverUser</a>, <a class="el" href="a06352.html#l00678">createCamera()</a>, <a class="el" href="a05658.html#l00462">NL3D::CDriverUser::getDriver()</a>, <a class="el" href="a06348.html#l00249">NL3D::CScene::initDefaultRoots()</a>, <a class="el" href="a06348.html#l00277">NL3D::CScene::initQuadGridClipManager()</a>, <a class="el" href="a06353.html#l00044">NL3D_MEM_SCENE_INIT</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06352.html#l00622">setCam()</a>, <a class="el" href="a06348.html#l00573">NL3D::CScene::setDriver()</a>, and <a class="el" href="a06349.html#l00181">NL3D::CScene::setViewport()</a>.
+<p>
+<div class="fragment"><pre>00946 : <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>(bSmallScene)
+00947 {
+00948 <a class="code" href="a04930.html#a1">NL3D_MEM_SCENE_INIT</a>
+00949 <a class="code" href="a04199.html#a6">nlassert</a>(drv);
+00950 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp3">_DriverUser</a>= drv;
+00951 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a> = NULL;
+00952
+00953 <span class="comment">// init default Roots.</span>
+00954 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.initDefaultRoots();
+00955
+00956 <span class="comment">// Set driver.</span>
+00957 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setDriver(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp3">_DriverUser</a>-&gt;getDriver());
+00958
+00959 <span class="comment">// Set viewport</span>
+00960 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setViewport (CViewport());
+00961
+00962 <span class="comment">// init QuadGridClipManager</span>
+00963 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.initQuadGridClipManager ();
+00964
+00965 <span class="comment">// Create default camera, and active!!</span>
+00966 <a class="code" href="a03350.html#NL3D_1_1CSceneUserz854_3">setCam</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserz856_0">createCamera</a>());
+00967 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz850_1" doxytag="NL3D::CSceneUser::~CSceneUser" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CSceneUser::~<a class="el" href="a03350.html">CSceneUser</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06352.html#l00969">969</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00086">_CloudScapes</a>, <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a06353.html#l00069">_DriverUser</a>, <a class="el" href="a06353.html#l00085">_Landscapes</a>, <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06353.html#l00088">_VisualCollisionManagers</a>, <a class="el" href="a06290.html#l00083">NL3D::CPtrSet&lt; T &gt;::clear()</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, <a class="el" href="a06348.html#l00194">NL3D::CScene::release()</a>, <a class="el" href="a06349.html#l00179">NL3D::CScene::setCam()</a>, and <a class="el" href="a06348.html#l00573">NL3D::CScene::setDriver()</a>.
+<p>
+<div class="fragment"><pre>00970 {
+00971 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00972 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp9">_VisualCollisionManagers</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_0">clear</a>();
+00973 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_0">clear</a>();
+00974 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp5">_Landscapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_0">clear</a>();
+00975 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp1">_CloudScapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_0">clear</a>();
+00976 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.release();
+00977 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setDriver(NULL);
+00978 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setCam(NULL);
+00979 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>= NULL;
+00980 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp3">_DriverUser</a>= NULL;
+00981 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSceneUserz852_0" doxytag="NL3D::CSceneUser::animate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::animate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>time</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the animation time for lightmap and Particle System animation.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1520_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00612">612</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00710">NL3D::CScene::animate()</a>, <a class="el" href="a04929.html#a8">NL3D_HAUTO_RENDER_SCENE_ANIMATE</a>, and <a class="el" href="a05454.html#l00045">NL3D::TGlobalAnimationTime</a>.
+<p>
+<div class="fragment"><pre>00613 {
+00614 NL_ALLOC_CONTEXT( 3dAnim )
+00615 <a class="code" href="a04929.html#a8">NL3D_HAUTO_RENDER_SCENE_ANIMATE</a>;
+00616
+00617 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.animate(time);
+00618 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_0" doxytag="NL3D::CSceneUser::createAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02212.html">UAnimationSet</a> * NL3D::CSceneUser::createAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>animationSetFile</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a new AnimationSet, load it from a file. Use CPath to search the animation set. exception EPathNotFound if not found.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00085">85</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00089">_AnimationSets</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a2">NL3D_HAUTO_LOAD_ANIMSET</a>, and <a class="el" href="a05708.html#l00135">NLMISC::CIFile::open()</a>.
+<p>
+<div class="fragment"><pre>00086 {
+00087 NL_ALLOC_CONTEXT( 3dAnmSt )
+00088 <a class="code" href="a04929.html#a2">NL3D_HAUTO_LOAD_ANIMSET</a>;
+00089
+00090 <a class="code" href="a02653.html">NLMISC::CIFile</a> f;
+00091 <span class="comment">// throw exception if not found.</span>
+00092 std::string path= CPath::lookup(animationSetFile);
+00093 f.<a class="code" href="a02653.html#NLMISC_1_1CIFilea12">open</a>(path);
+00094 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp0">_AnimationSets</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CAnimationSetUser(f));
+00095 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_1" doxytag="NL3D::CSceneUser::createAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02212.html">UAnimationSet</a>* NL3D::CSceneUser::createAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create an empty AnimationSet.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_1">NL3D::UScene</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_0" doxytag="NL3D::CSceneUser::createCamera" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02322.html">UCamera</a> * NL3D::CSceneUser::createCamera </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a camera. Usefull for this scene only.
+<p>
+A Uscene is a factory of Instance/Landscape/Lights etc...
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00678">678</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00946">CSceneUser()</a>.
+<p>
+<div class="fragment"><pre>00679 {
+00680 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00681 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00682
+00683 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00684 <span class="keywordflow">return</span> dynamic_cast&lt;UCamera*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CCameraUser(&amp;_Scene)) );
+00685 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_1" doxytag="NL3D::CSceneUser::createCloudScape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03923.html">UCloudScape</a> * NL3D::CSceneUser::createCloudScape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00873">873</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00086">_CloudScapes</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a04929.html#a15">NL3D_MEM_CLOUDS</a>.
+<p>
+<div class="fragment"><pre>00874 {
+00875 <a class="code" href="a04929.html#a15">NL3D_MEM_CLOUDS</a>
+00876 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00877
+00878 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00879 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp1">_CloudScapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CCloudScapeUser(&amp;_Scene));
+00880 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_2" doxytag="NL3D::CSceneUser::createInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03047.html">UInstance</a> * NL3D::CSceneUser::createInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>shapeName</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+particle system<p>
+mesh
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00700">700</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06348.html#l00600">NL3D::CScene::createInstance()</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a3">NL3D_HAUTO_CREATE_INSTANCE</a>, and <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>.
+<p>
+<div class="fragment"><pre>00701 {
+00702 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a>
+00703 <a class="code" href="a04929.html#a3">NL3D_HAUTO_CREATE_INSTANCE</a>;
+00704
+00705 CTransform *model= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.createInstance(shapeName);
+00706 <span class="comment">// If not found, return NULL.</span>
+00707 <span class="keywordflow">if</span>(model==NULL)
+00708 <span class="keywordflow">return</span> NULL;
+00709
+00710 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00711 <span class="keywordflow">if</span> (dynamic_cast&lt;CParticleSystemModel *&gt;(model))
+00712 {
+00714 <span class="keywordflow">return</span> dynamic_cast&lt;UInstance*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CParticleSystemInstanceUser(&amp;_Scene, model)) );
+00715 }
+00716 <span class="keywordflow">else</span>
+00717 {
+00719 <span class="keywordflow">return</span> dynamic_cast&lt;UInstance*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CInstanceUser(&amp;_Scene, model, <span class="keyword">true</span>)) );
+00720 }
+00721 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_3" doxytag="NL3D::CSceneUser::createInstanceAsync" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::createInstanceAsync </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>shapeName</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03047.html">UInstance</a> **&nbsp;</td>
+ <td class="mdname" nowrap> <em>ppInstance</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>position</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>selectedTexture</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Same as createInstance but the instance is loaded asynchronously. You must poll to know if the instance if created by calling <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render()</a>
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00724">724</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00674">NL3D::CScene::createInstanceAsync()</a>, <a class="el" href="a04929.html#a3">NL3D_HAUTO_CREATE_INSTANCE</a>, <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00725 {
+00726 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a>
+00727 <a class="code" href="a04929.html#a3">NL3D_HAUTO_CREATE_INSTANCE</a>;
+00728
+00729 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp11">_WaitingInstances</a>[ppInstance] = NULL;
+00730 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.createInstanceAsync(shapeName,&amp;_WaitingInstances[ppInstance], position, selectedTexture);
+00731 <span class="comment">// CTransform *model= _Scene.createInstance(shapeName);</span>
+00732 <span class="comment">// If not found, return NULL.</span>
+00733 <span class="comment">// if(model==NULL)</span>
+00734 <span class="comment">// return NULL;</span>
+00735
+00736 <span class="comment">// if( dynamic_cast&lt;CMeshInstance*&gt;(model)==NULL )</span>
+00737 <span class="comment">// nlerror("UScene::createInstance(): shape is not a mesh");</span>
+00738
+00739 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00740 <span class="comment">// return dynamic_cast&lt;UInstance*&gt;( _Transforms.insert(new CInstanceUser(&amp;_Scene, model)) );</span>
+00741 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_4" doxytag="NL3D::CSceneUser::createInstanceGroupAndAddToSceneAsync" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::createInstanceGroupAndAddToSceneAsync </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>instanceGroup</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02674.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname" nowrap> <em>pIG</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03296.html">NLMISC::CQuat</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>rot</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>selectedTexture</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03837.html">IAsyncLoadCallback</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>pCB</em> = NULL</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+create an instance group asynchronously, and add it to a scene asynchronously once it has been loaded. The instance groups that must be added to the scene are checked at each render. The pIG pointer is filled once the instance group has been loaded and add to the scene
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00753">753</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00108">_WaitingIGs</a>, <a class="el" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>, <a class="el" href="a05457.html#l00044">NL3D_MEM_IG</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00755 {
+00756 <a class="code" href="a04034.html#a1">NL3D_MEM_IG</a>
+00757 <a class="code" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>;
+00758
+00759 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.push_front(CWaitingIG(pIG, pos, rot, selectedTexture, pCB));
+00760 UInstanceGroup::createInstanceGroupAsync(instanceGroup, &amp;(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.begin()-&gt;IGToLoad));
+00761 <span class="comment">// this list updat will be performed at each render, see updateWaitingIG</span>
+00762 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_5" doxytag="NL3D::CSceneUser::createLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03931.html">ULandscape</a> * NL3D::CSceneUser::createLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_5">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00856">856</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00085">_Landscapes</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a05870.html#l00038">NL3D_MEM_LANDSCAPE</a>.
+<p>
+<div class="fragment"><pre>00857 {
+00858 <a class="code" href="a04447.html#a0">NL3D_MEM_LANDSCAPE</a>
+00859 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00860
+00861 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00862 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp5">_Landscapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CLandscapeUser(&amp;_Scene));
+00863 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_2" doxytag="NL3D::CSceneUser::createPlayListManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03936.html">UPlayListManager</a> * NL3D::CSceneUser::createPlayListManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a new PlayListManager.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00118">118</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00090">_PlayListManagers</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, and <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>.
+<p>
+<div class="fragment"><pre>00119 {
+00120 NL_ALLOC_CONTEXT( 3dAnim )
+00121 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00122
+00123 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp6">_PlayListManagers</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CPlayListManagerUser());
+00124 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_6" doxytag="NL3D::CSceneUser::createPointLight" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03937.html">UPointLight</a> * NL3D::CSceneUser::createPointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a dynamic PointLight. Usefull for this scene only.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_6">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00353">353</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06348.html#l01004">NL3D::CScene::createModel()</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06183.html#l00042">NL3D::PointLightModelId</a>.
+<p>
+<div class="fragment"><pre>00354 {
+00355 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00356 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00357
+00358 CTransform *model= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.createModel(PointLightModelId);
+00359 <span class="comment">// If not found, return NULL.</span>
+00360 <span class="keywordflow">if</span>(model==NULL)
+00361 <span class="keywordflow">return</span> NULL;
+00362
+00363 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00364 <span class="keywordflow">return</span> dynamic_cast&lt;UPointLight*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CPointLightUser(&amp;_Scene, model)) );
+00365 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_7" doxytag="NL3D::CSceneUser::createSkeleton" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03945.html">USkeleton</a> * NL3D::CSceneUser::createSkeleton </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>shapeName</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a skeleton instance of the skeleton shape "shapename". If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a skeleton shape file.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_7">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00830">830</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06348.html#l00600">NL3D::CScene::createInstance()</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a4">NL3D_HAUTO_CREATE_SKELETON</a>, <a class="el" href="a06398.html#l00038">NL3D_MEM_SKELETON</a>, and <a class="el" href="a05622.html#l00154">nlerror</a>.
+<p>
+<div class="fragment"><pre>00831 {
+00832 <a class="code" href="a04975.html#a0">NL3D_MEM_SKELETON</a>
+00833 <a class="code" href="a04929.html#a4">NL3D_HAUTO_CREATE_SKELETON</a>;
+00834
+00835 CTransform *model= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.createInstance(shapeName);
+00836 <span class="comment">// If not found, return NULL.</span>
+00837 <span class="keywordflow">if</span>(model==NULL)
+00838 <span class="keywordflow">return</span> NULL;
+00839
+00840 <span class="keywordflow">if</span>( dynamic_cast&lt;CSkeletonModel*&gt;(model)==NULL )
+00841 <a class="code" href="a04199.html#a3">nlerror</a>(<span class="stringliteral">"UScene::createSkeleton(): shape is not a skeletonShape"</span>);
+00842
+00843 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00844 <span class="keywordflow">return</span> dynamic_cast&lt;USkeleton*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CSkeletonUser(&amp;_Scene, model)) );
+00845 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_8" doxytag="NL3D::CSceneUser::createTransform" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02321.html">UTransform</a> * NL3D::CSceneUser::createTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Create a dummy object
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_8">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00806">806</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06348.html#l01004">NL3D::CScene::createModel()</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, and <a class="el" href="a06569.html#l00072">NL3D::TransformId</a>.
+<p>
+<div class="fragment"><pre>00807 {
+00808 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00809 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00810
+00811 CTransform *model= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.createModel(TransformId);
+00812 <span class="comment">// If not found, return NULL.</span>
+00813 <span class="keywordflow">if</span>(model==NULL)
+00814 <span class="keywordflow">return</span> NULL;
+00815
+00816 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00817 <span class="keywordflow">return</span> dynamic_cast&lt;UTransform*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CTransformUser(&amp;_Scene, model, <span class="keyword">true</span>)) );
+00818 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz862_0" doxytag="NL3D::CSceneUser::createVisualCollisionManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03954.html">UVisualCollisionManager</a> * NL3D::CSceneUser::createVisualCollisionManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1528_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00929">929</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00088">_VisualCollisionManagers</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a04929.html#a16">NL3D_MEM_VISUAL_COLLISION</a>.
+<p>
+<div class="fragment"><pre>00930 {
+00931 <a class="code" href="a04929.html#a16">NL3D_MEM_VISUAL_COLLISION</a>
+00932 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00933
+00934 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp9">_VisualCollisionManagers</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CVisualCollisionManagerUser);
+00935 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_3" doxytag="NL3D::CSceneUser::deleteAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>animationSet</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a AnimationSet.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00097">97</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00089">_AnimationSets</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, and <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>.
+<p>
+<div class="fragment"><pre>00098 {
+00099 NL_ALLOC_CONTEXT( 3dAnmSt )
+00100 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00101
+00102 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp0">_AnimationSets</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>((CAnimationSetUser*)animationSet, <span class="stringliteral">"deleteAnimationSet(): Bad AnimationSet ptr"</span>);
+00103 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_9" doxytag="NL3D::CSceneUser::deleteCamera" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteCamera </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cam</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a camera.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_9">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00686">686</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00687 {
+00688 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00689 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00690
+00691 CCameraUser *oldCam= dynamic_cast&lt;CCameraUser*&gt;(cam);
+00692 <span class="comment">// Is this the current camera??</span>
+00693 <span class="keywordflow">if</span>(oldCam==<a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>)
+00694 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>=NULL;
+00695
+00696 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00697 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(oldCam);
+00698 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz874_0" doxytag="NL3D::CSceneUser::deleteCLodShapeBank" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteCLodShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bankId</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+delete a Shape Bank. No-op if bad id.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1540_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00503">503</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05935.html#l00212">NL3D::CLodCharacterManager::compile()</a>, <a class="el" href="a05935.html#l00171">NL3D::CLodCharacterManager::deleteShapeBank()</a>, <a class="el" href="a06349.html#l00349">NL3D::CScene::getLodCharacterManager()</a>, <a class="el" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+<div class="fragment"><pre>00504 {
+00505 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00506 <a class="code" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>;
+00507
+00508 <span class="comment">// DriverUser always setup the lod manager</span>
+00509 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager());
+00510
+00511 <span class="comment">// delete the bank</span>
+00512 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;deleteShapeBank(bankId);
+00513
+00514 <span class="comment">// recompile the shape Map.</span>
+00515 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;compile();
+00516 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_10" doxytag="NL3D::CSceneUser::deleteCloudScape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteCloudScape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03923.html">UCloudScape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cs</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+delete a landscape.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_10">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00881">881</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00086">_CloudScapes</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, and <a class="el" href="a04929.html#a15">NL3D_MEM_CLOUDS</a>.
+<p>
+<div class="fragment"><pre>00882 {
+00883 <a class="code" href="a04929.html#a15">NL3D_MEM_CLOUDS</a>
+00884
+00885 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00886 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp1">_CloudScapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>((CCloudScapeUser*) cs);
+00887 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_11" doxytag="NL3D::CSceneUser::deleteInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03047.html">UInstance</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>inst</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete an instance via his pointer.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_11">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00743">743</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>.
+<p>
+<div class="fragment"><pre>00744 {
+00745 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a>
+00746 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00747
+00748 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00749 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(dynamic_cast&lt;CTransformUser*&gt;(inst));
+00750 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_12" doxytag="NL3D::CSceneUser::deleteInstanceGroup" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteInstanceGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete an instance group
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_12">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00801">801</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+<div class="fragment"><pre>00802 {
+00803 <span class="keyword">delete</span> pIG;
+00804 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_13" doxytag="NL3D::CSceneUser::deleteLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03931.html">ULandscape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>land</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+delete a landscape.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_13">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00864">864</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00085">_Landscapes</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a05870.html#l00038">NL3D_MEM_LANDSCAPE</a>.
+<p>
+<div class="fragment"><pre>00865 {
+00866 <a class="code" href="a04447.html#a0">NL3D_MEM_LANDSCAPE</a>
+00867 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00868
+00869 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00870 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp5">_Landscapes</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>((CLandscapeUser*) land);
+00871 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_4" doxytag="NL3D::CSceneUser::deletePlayListManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deletePlayListManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03936.html">UPlayListManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>playListManager</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a PlayListManager.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00126">126</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00090">_PlayListManagers</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, and <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>.
+<p>
+<div class="fragment"><pre>00127 {
+00128 NL_ALLOC_CONTEXT( 3dAnim )
+00129 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00130
+00131 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp6">_PlayListManagers</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>((CPlayListManagerUser*)playListManager, <span class="stringliteral">"deletePlayListManager(): Bad PlayListManager ptr"</span>);
+00132 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_14" doxytag="NL3D::CSceneUser::deletePointLight" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deletePointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03937.html">UPointLight</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>light</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a dynamic PointLight.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_14">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00367">367</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00368 {
+00369 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00370 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00371
+00372 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00373 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(dynamic_cast&lt;CTransformUser*&gt;(light));
+00374 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_15" doxytag="NL3D::CSceneUser::deleteSkeleton" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteSkeleton </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03945.html">USkeleton</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>skel</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a skeleton instance via his pointer.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_15">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00846">846</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a06398.html#l00038">NL3D_MEM_SKELETON</a>.
+<p>
+<div class="fragment"><pre>00847 {
+00848 <a class="code" href="a04975.html#a0">NL3D_MEM_SKELETON</a>
+00849 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00850
+00851 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00852 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(dynamic_cast&lt;CTransformUser*&gt;(skel));
+00853 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_16" doxytag="NL3D::CSceneUser::deleteTransform" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>tr</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Delete a dummy object
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_16">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00820">820</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00821 {
+00822 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00823 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00824
+00825 <span class="comment">// The component is auto added/deleted to _Scene in ctor/dtor.</span>
+00826 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(dynamic_cast&lt;CTransformUser*&gt;(tr));
+00827 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz862_1" doxytag="NL3D::CSceneUser::deleteVisualCollisionManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::deleteVisualCollisionManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03954.html">UVisualCollisionManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>mgr</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1528_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00936">936</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00088">_VisualCollisionManagers</a>, <a class="el" href="a06290.html#l00072">NL3D::CPtrSet&lt; T &gt;::erase()</a>, <a class="el" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>, and <a class="el" href="a04929.html#a16">NL3D_MEM_VISUAL_COLLISION</a>.
+<p>
+<div class="fragment"><pre>00937 {
+00938 <a class="code" href="a04929.html#a16">NL3D_MEM_VISUAL_COLLISION</a>
+00939 <a class="code" href="a04929.html#a1">NL3D_HAUTO_ELT_SCENE</a>;
+00940
+00941 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp9">_VisualCollisionManagers</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_1">erase</a>(dynamic_cast&lt;CVisualCollisionManagerUser*&gt;(mgr));
+00942 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz876_0" doxytag="NL3D::CSceneUser::enableElementRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::enableElementRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>elt</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>state</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable or disable some Models to be rendered (for profile). Default is ALL enabled NB: filtering is made at clip pass. Hence, much of the render processing is skipped (animDetail, light, lod, render)
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1544_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00997">997</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00816">NL3D::CScene::enableElementRender()</a>.
+<p>
+<div class="fragment"><pre>00998 {
+00999 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.enableElementRender(elt, state);
+01000 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_0" doxytag="NL3D::CSceneUser::enableLightingSystem" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::enableLightingSystem </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>enable</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Scene Lighting system. For backward compatibility, false by default. If false, all objects will take last driver 's light setup
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00229">229</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00833">NL3D::CScene::enableLightingSystem()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00230 {
+00231 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00232 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00233
+00234 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.enableLightingSystem(enable);
+00235 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_0" doxytag="NL3D::CSceneUser::enableShadowPolySmooth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::enableShadowPolySmooth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>enable</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01082">1082</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01234">NL3D::CScene::enableShadowPolySmooth()</a>.
+<p>
+<div class="fragment"><pre>01083 {
+01084 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.enableShadowPolySmooth(enable);
+01085 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz854_0" doxytag="NL3D::CSceneUser::findCameraClusterSystemFromRay" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::findCameraClusterSystemFromRay </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>cam</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>startClusterSystem</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>startPos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>endPos</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera-&gt;setClusterSystem() is done with the found cluster system
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1522_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00658">658</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05823.html#l00121">NL3D::CInstanceGroupUser::_InstanceGroup</a>, <a class="el" href="a06348.html#l01268">NL3D::CScene::findCameraClusterSystemFromRay()</a>, <a class="el" href="a05535.html#l00130">NL3D::CCameraUser::getCamera()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00660 {
+00661 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00662 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00663
+00664 <span class="keywordflow">if</span>(!cam)
+00665 <span class="keywordflow">return</span>;
+00666
+00667 CCameraUser *ucam= dynamic_cast&lt;CCameraUser*&gt;(cam);
+00668 CInstanceGroupUser *uig= dynamic_cast&lt;CInstanceGroupUser*&gt;(startClusterSystem);
+00669 CCamera *pCam= ucam-&gt;getCamera();
+00670 CInstanceGroup *pIg= NULL;
+00671 <span class="keywordflow">if</span>(uig)
+00672 pIg= &amp;uig-&gt;_InstanceGroup;
+00673
+00674 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.findCameraClusterSystemFromRay(pCam, pIg, startPos, endPos);
+00675 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_1" doxytag="NL3D::CSceneUser::getAmbientGlobal" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CSceneUser::getAmbientGlobal </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the global Ambient used for the scene. Default to (50, 50, 50).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00283">283</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00867">NL3D::CScene::getAmbientGlobal()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00284 {
+00285 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00286 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00287
+00288 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getAmbientGlobal();
+00289 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz854_1" doxytag="NL3D::CSceneUser::getCam" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02322.html">UCamera</a> * NL3D::CSceneUser::getCam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the current camera.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1522_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00636">636</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00637 {
+00638 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00639 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00640
+00641 <span class="keywordflow">return</span> dynamic_cast&lt;UCamera*&gt;(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>);
+00642 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz874_1" doxytag="NL3D::CSceneUser::getCLodAnimIdByName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> NL3D::CSceneUser::getCLodAnimIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>shapeId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>name</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a AnimId of a shape by its name. -1 if not found.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1540_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00531">531</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05937.html#l00541">NL3D::CLodCharacterShape::getAnimIdByName()</a>, <a class="el" href="a06349.html#l00349">NL3D::CScene::getLodCharacterManager()</a>, <a class="el" href="a05935.html#l00194">NL3D::CLodCharacterManager::getShape()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a05981.html#l00099">sint32</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+<div class="fragment"><pre>00532 {
+00533 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00534 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00535
+00536 <span class="comment">// DriverUser always setup the lod manager</span>
+00537 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager());
+00538
+00539 <span class="keyword">const</span> CLodCharacterShape *shape= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;getShape(shapeId);
+00540 <span class="keywordflow">if</span>(shape)
+00541 <span class="keywordflow">return</span> shape-&gt;getAnimIdByName(name);
+00542 <span class="keywordflow">else</span>
+00543 <span class="keywordflow">return</span> -1;
+00544 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz874_2" doxytag="NL3D::CSceneUser::getCLodShapeIdByName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a10">sint32</a> NL3D::CSceneUser::getCLodShapeIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>name</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a shapeId by its name. -1 if not found.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1540_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00519">519</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00349">NL3D::CScene::getLodCharacterManager()</a>, <a class="el" href="a05935.html#l00184">NL3D::CLodCharacterManager::getShapeIdByName()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00099">sint32</a>.
+<p>
+<div class="fragment"><pre>00520 {
+00521 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00522 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00523
+00524 <span class="comment">// DriverUser always setup the lod manager</span>
+00525 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager());
+00526
+00527 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;getShapeIdByName(name);
+00528 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz866_0" doxytag="NL3D::CSceneUser::getCoarseMeshLightingUpdate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a7">uint8</a> NL3D::CSceneUser::getCoarseMeshLightingUpdate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_1">setCoarseMeshLightingUpdate()</a>
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1532_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00220">220</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00346">NL3D::CScene::getCoarseMeshLightingUpdate()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
+<p>
+<div class="fragment"><pre>00221 {
+00222 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00223 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00224
+00225 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getCoarseMeshLightingUpdate();
+00226 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_1" doxytag="NL3D::CSceneUser::getEnableShadowPolySmooth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CSceneUser::getEnableShadowPolySmooth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get Enable Polygon Smoothing flag
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01088">1088</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01240">NL3D::CScene::getEnableShadowPolySmooth()</a>.
+<p>
+<div class="fragment"><pre>01089 {
+01090 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getEnableShadowPolySmooth();
+01091 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz878_0" doxytag="NL3D::CSceneUser::getFlareContext" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getFlareContext </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1542_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01039">1039</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00556">NL3D::CScene::getFlareContext()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01040 {
+01041 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getFlareContext();
+01042 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz872_0" doxytag="NL3D::CSceneUser::getGlobalWindDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="a03128.html">CVector</a> &amp; NL3D::CSceneUser::getGlobalWindDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the current windDirection
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1538_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00399">399</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00467">NL3D::CScene::getGlobalWindDirection()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00400 {
+00401 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00402 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00403
+00404 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getGlobalWindDirection();
+00405 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz872_1" doxytag="NL3D::CSceneUser::getGlobalWindPower" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getGlobalWindPower </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the current windPower
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1538_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00386">386</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00462">NL3D::CScene::getGlobalWindPower()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00387 {
+00388 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00389 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00390
+00391 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getGlobalWindPower();
+00392 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_0" doxytag="NL3D::CSceneUser::getGroupLoadMaxPolygon" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getGroupLoadMaxPolygon </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>group</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the number of faces wanted for a LoadBlancingGroup. The Group is created if did not exist.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00175">175</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00772">NL3D::CScene::getGroupLoadMaxPolygon()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00176 {
+00177 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00178 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00179
+00180 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getGroupLoadMaxPolygon(group);
+00181 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_1" doxytag="NL3D::CSceneUser::getGroupNbFaceAsked" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getGroupNbFaceAsked </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>group</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the last face count asked from the instances before reduction. only for the given group return 0 if the Group does not exist.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00183">183</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00777">NL3D::CScene::getGroupNbFaceAsked()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00184 {
+00185 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00186 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00187
+00188 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getGroupNbFaceAsked (group);
+00189 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz868_0" doxytag="NL3D::CSceneUser::getLayersRenderingOrder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::CSceneUser::getLayersRenderingOrder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1536_0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06353.html#l00237">237</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+References <a class="el" href="a06348.html#l00804">NL3D::CScene::getLayersRenderingOrder()</a>.
+<p>
+<div class="fragment"><pre>00237 { <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLayersRenderingOrder(); }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_2" doxytag="NL3D::CSceneUser::getLightTransitionThreshold" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getLightTransitionThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_2">getLightTransitionThreshold()</a>
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00343">343</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00903">NL3D::CScene::getLightTransitionThreshold()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00344 {
+00345 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00346 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00347
+00348 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLightTransitionThreshold();
+00349 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_3" doxytag="NL3D::CSceneUser::getMaxLightContribution" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getMaxLightContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_11">setMaxLightContribution()</a>
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00328">328</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00894">NL3D::CScene::getMaxLightContribution()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00329 {
+00330 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00331 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00332
+00333 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getMaxLightContribution();
+00334 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_2" doxytag="NL3D::CSceneUser::getMaxSkeletonsInNotCLodForm" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getMaxSkeletonsInNotCLodForm </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_6">setMaxSkeletonsInNotCLodForm()</a>
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00990">990</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00329">NL3D::CScene::getMaxSkeletonsInNotCLodForm()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00991 {
+00992 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getMaxSkeletonsInNotCLodForm();
+00993 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_3" doxytag="NL3D::CSceneUser::getNbFaceAsked" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getNbFaceAsked </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the last face count asked from the instances before reduction. It gets the sum of All groups.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00158">158</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00759">NL3D::CScene::getNbFaceAsked()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00159 {
+00160 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00161 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00162
+00163 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getNbFaceAsked ();
+00164 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz878_1" doxytag="NL3D::CSceneUser::getNumFlareContexts" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getNumFlareContexts </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1542_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01022">1022</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01023 {
+01024 <span class="keywordflow">return</span> CScene::MaxNumFlareContexts;
+01025 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_4" doxytag="NL3D::CSceneUser::getPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">CSceneUser::TPolygonBalancingMode</a> NL3D::CSceneUser::getPolygonBalancingMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the PolygonBalancingMode.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_5">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00147">147</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00792">NL3D::CScene::getPolygonBalancingMode()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00148 {
+00149 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00150 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00151
+00152 <a class="code" href="a04199.html#a6">nlassert</a>( (<a class="code" href="a04558.html#a15">uint</a>)CScene::CountPolygonBalancing == (<a class="code" href="a04558.html#a15">uint</a>)CSceneUser::CountPolygonBalancing );
+00153 <span class="keywordflow">return</span> (CSceneUser::TPolygonBalancingMode)(<a class="code" href="a04558.html#a15">uint</a>)<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getPolygonBalancingMode();
+00154 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz876_1" doxytag="NL3D::CSceneUser::getProfileResults" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::getProfileResults </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CBenchResults &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>results</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get The result of the profiling.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1544_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01009">1009</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00531">NL3D::CScene::BenchRes</a>.
+<p>
+<div class="fragment"><pre>01010 {
+01011 <span class="comment">// Fill profile results</span>
+01012 results= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.BenchRes;
+01013 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz882_0" doxytag="NL3D::CSceneUser::getScene" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03348.html">CScene</a>&amp; NL3D::CSceneUser::getScene </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00328">328</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+References <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00329 {
+00330 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00331 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>;
+00332 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_2" doxytag="NL3D::CSceneUser::getShadowMapBlurSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getShadowMapBlurSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the size of the blur (&lt;=3 means number of fakeBlur).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01070">1070</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00571">NL3D::CScene::getShadowMapBlurSize()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01071 {
+01072 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapBlurSize();
+01073 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_3" doxytag="NL3D::CSceneUser::getShadowMapDistFadeEnd" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getShadowMapDistFadeEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01109">1109</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00584">NL3D::CScene::getShadowMapDistFadeEnd()</a>.
+<p>
+<div class="fragment"><pre>01110 {
+01111 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapDistFadeEnd();
+01112 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_4" doxytag="NL3D::CSceneUser::getShadowMapDistFadeStart" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getShadowMapDistFadeStart </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01099">1099</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00581">NL3D::CScene::getShadowMapDistFadeStart()</a>.
+<p>
+<div class="fragment"><pre>01100 {
+01101 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapDistFadeStart();
+01102 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_5" doxytag="NL3D::CSceneUser::getShadowMapMaxCasterAround" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getShadowMapMaxCasterAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_5">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01129">1129</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00590">NL3D::CScene::getShadowMapMaxCasterAround()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01130 {
+01131 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapMaxCasterAround();
+01132 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_6" doxytag="NL3D::CSceneUser::getShadowMapMaxCasterInScreen" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getShadowMapMaxCasterInScreen </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_6">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01119">1119</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00587">NL3D::CScene::getShadowMapMaxCasterInScreen()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01120 {
+01121 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapMaxCasterInScreen();
+01122 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_7" doxytag="NL3D::CSceneUser::getShadowMapMaxDepth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> float NL3D::CSceneUser::getShadowMapMaxDepth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_7">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01058">1058</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00567">NL3D::CScene::getShadowMapMaxDepth()</a>.
+<p>
+<div class="fragment"><pre>01059 {
+01060 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapMaxDepth();
+01061 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_8" doxytag="NL3D::CSceneUser::getShadowMapTextureSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a15">uint</a> NL3D::CSceneUser::getShadowMapTextureSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the current base ShadowMap TextureSize. Default is 64 texels.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_8">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01046">1046</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00563">NL3D::CScene::getShadowMapTextureSize()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01047 {
+01048 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getShadowMapTextureSize();
+01049 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_4" doxytag="NL3D::CSceneUser::getSunAmbient" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CSceneUser::getSunAmbient </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the Ambient of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00290">290</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00871">NL3D::CScene::getSunAmbient()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00291 {
+00292 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00293 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00294
+00295 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getSunAmbient();
+00296 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_5" doxytag="NL3D::CSceneUser::getSunDiffuse" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CSceneUser::getSunDiffuse </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the Diffuse of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_5">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00297">297</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00875">NL3D::CScene::getSunDiffuse()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00298 {
+00299 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00300 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00301
+00302 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getSunDiffuse();
+00303 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_6" doxytag="NL3D::CSceneUser::getSunDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03128.html">NLMISC::CVector</a> NL3D::CSceneUser::getSunDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the Direction of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_6">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00311">311</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00883">NL3D::CScene::getSunDirection()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00312 {
+00313 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00314 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00315
+00316 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getSunDirection();
+00317 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_7" doxytag="NL3D::CSceneUser::getSunSpecular" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::CSceneUser::getSunSpecular </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the Specular of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_7">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00304">304</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00879">NL3D::CScene::getSunSpecular()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>.
+<p>
+<div class="fragment"><pre>00305 {
+00306 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00307 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00308
+00309 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getSunSpecular();
+00310 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz854_2" doxytag="NL3D::CSceneUser::getViewport" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03704.html">CViewport</a> NL3D::CSceneUser::getViewport </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the current Viewport.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1522_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00650">650</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00185">NL3D::CScene::getViewport()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, and <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>.
+<p>
+<div class="fragment"><pre>00651 {
+00652 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00653 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00654
+00655 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getViewport();
+00656 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUsera0" doxytag="NL3D::CSceneUser::getWaterCallback" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> * NL3D::CSceneUser::getWaterCallback </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenea0">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01139">1139</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00594">NL3D::CScene::getWaterCallback()</a>.
+<p>
+<div class="fragment"><pre>01140 {
+01141 <span class="keywordflow">return</span> <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getWaterCallback();
+01142 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz874_3" doxytag="NL3D::CSceneUser::loadCLodShapeBank" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a04558.html#a11">uint32</a> NL3D::CSceneUser::loadCLodShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>fileName</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Load a Shape Bank. The ShapeMap is rebuilded. Hence slow call. NB: a vector of ShapeBank is maintained internally, hence, not so many shapeBank should be created at same Time. trhow exception if failed to load the file <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>fileName</em>&nbsp;</td><td>is a .clodbank file, to be loaded. <a class="el" href="a03072.html#NLMISC_1_1CPathe15">CPath::lookup</a> is used. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>id of the shape Bank.</dd></dl>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1540_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00475">475</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05935.html#l00212">NL3D::CLodCharacterManager::compile()</a>, <a class="el" href="a05935.html#l00134">NL3D::CLodCharacterManager::createShapeBank()</a>, <a class="el" href="a05538.html#l02654">file</a>, <a class="el" href="a06349.html#l00349">NL3D::CScene::getLodCharacterManager()</a>, <a class="el" href="a05935.html#l00153">NL3D::CLodCharacterManager::getShapeBank()</a>, <a class="el" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05981.html#l00100">uint32</a>.
+<p>
+<div class="fragment"><pre>00476 {
+00477 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00478 <a class="code" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>;
+00479
+00480 <span class="comment">// DriverUser always setup the lod manager</span>
+00481 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager());
+00482
+00483 <span class="comment">// Open the file</span>
+00484 <a class="code" href="a02653.html">CIFile</a> <a class="code" href="a04115.html#a95">file</a>(CPath::lookup(fileName));
+00485
+00486 <span class="comment">// create the shape bank</span>
+00487 <a class="code" href="a04558.html#a11">uint32</a> bankId= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;createShapeBank();
+00488
+00489 <span class="comment">// get the bank</span>
+00490 CLodCharacterShapeBank *bank= <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;getShapeBank(bankId);
+00491 <a class="code" href="a04199.html#a6">nlassert</a>(bank);
+00492
+00493 <span class="comment">// read the bank.</span>
+00494 <a class="code" href="a04115.html#a95">file</a>.serial(*bank);
+00495
+00496 <span class="comment">// recompile the shape Map.</span>
+00497 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;compile();
+00498
+00499 <span class="keywordflow">return</span> bankId;
+00500 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz876_2" doxytag="NL3D::CSceneUser::profileNextRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::profileNextRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Profiling for the next <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render()</a>. Reset All stats.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1544_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01004">1004</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01204">NL3D::CScene::profileNextRender()</a>.
+<p>
+<div class="fragment"><pre>01005 {
+01006 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.profileNextRender();
+01007 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz876_3" doxytag="NL3D::CSceneUser::profileQuadGridClipManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::profileQuadGridClipManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+output (nlinfo) Stats for Usage of the QuadClip
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1544_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01016">1016</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00475">NL3D::CScene::getClipTrav()</a>, <a class="el" href="a05556.html#l00100">NL3D::CClipTrav::getQuadGridClipManager()</a>, and <a class="el" href="a06304.html#l00319">NL3D::CQuadGridClipManager::profile()</a>.
+<p>
+<div class="fragment"><pre>01017 {
+01018 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getClipTrav().getQuadGridClipManager()-&gt;profile();
+01019 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz852_1" doxytag="NL3D::CSceneUser::render" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::render </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Render the scene from the CurrentCamera view (<a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_3">setCam()</a>), and the current Viewport. nlError if no current camera. NB: no Driver clear buffers (color or ZBuffer) are done.... <br>
+ NB: The <a class="el" href="a02438.html">UDriver</a> Matrix/Viewport context for 2D/3D interface is restored after this render. NB: nlerror if the current camera has been deleted. NB: the <a class="el" href="a02438.html">UDriver</a> Light setup (see <a class="el" href="a02438.html#NL3D_1_1UDriverz1402_2">UDriver::setLight()</a> / <a class="el" href="a02438.html#NL3D_1_1UDriverz1402_1">UDriver::setAmbientColor()</a>) is modified. At the exit of <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render()</a>, all <a class="el" href="a02438.html">UDriver</a> lights are disabled.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00548">548</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a06353.html#l00069">_DriverUser</a>, <a class="el" href="a04929.html#a7">NL3D_HAUTO_RENDER_SCENE</a>, <a class="el" href="a04929.html#a12">NL3D_MEM_SCENE_RENDER</a>, <a class="el" href="a05622.html#l00154">nlerror</a>, <a class="el" href="a06348.html#l00300">NL3D::CScene::render()</a>, <a class="el" href="a05658.html#l00467">NL3D::CDriverUser::restoreMatrixContext()</a>, and <a class="el" href="a06352.html#l00578">updateWaitingInstances()</a>.
+<p>
+<div class="fragment"><pre>00549 {
+00550 <a class="code" href="a04929.html#a12">NL3D_MEM_SCENE_RENDER</a>
+00551
+00552 <span class="comment">// render the scene.</span>
+00553 {
+00554 <a class="code" href="a04929.html#a7">NL3D_HAUTO_RENDER_SCENE</a>
+00555
+00556 <span class="keywordflow">if</span>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>==NULL)
+00557 <a class="code" href="a04199.html#a3">nlerror</a>(<span class="stringliteral">"render(): try to render with no camera linked (may have been deleted)"</span>);
+00558 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.render();
+00559 }
+00560
+00561 <a class="code" href="a03350.html#NL3D_1_1CSceneUserd0">updateWaitingInstances</a>();
+00562
+00563 <span class="comment">// Must restore the matrix context, so 2D/3D interface not disturbed.</span>
+00564 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp3">_DriverUser</a>-&gt;restoreMatrixContext();
+00565 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz874_4" doxytag="NL3D::CSceneUser::resetCLodManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::resetCLodManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+reset the manager.
+<p>
+NB: for an historic reason, CLod interface is in <a class="el" href="a03351.html">UScene</a>, BUT THERE IS ONLY ONE LOD MANAGER PER UDriver!
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1540_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00463">463</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00349">NL3D::CScene::getLodCharacterManager()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a05935.html#l00114">NL3D::CLodCharacterManager::reset()</a>.
+<p>
+<div class="fragment"><pre>00464 {
+00465 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00466 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00467
+00468 <span class="comment">// DriverUser always setup the lod manager</span>
+00469 <a class="code" href="a04199.html#a6">nlassert</a>(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager());
+00470
+00471 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getLodCharacterManager()-&gt;reset();
+00472 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_8" doxytag="NL3D::CSceneUser::setAmbientGlobal" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setAmbientGlobal </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the global Ambient used for the scene. Default to (50, 50, 50).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_8">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00238">238</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00844">NL3D::CScene::setAmbientGlobal()</a>.
+<p>
+<div class="fragment"><pre>00239 {
+00240 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00241 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00242
+00243 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setAmbientGlobal(ambient);
+00244 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz860_5" doxytag="NL3D::CSceneUser::setAutomaticAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setAutomaticAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>as</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the automatic animation set used by the scene.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1526_5">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00106">106</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05452.html#l00058">NL3D::CAnimationSetUser::_AnimationSet</a>, <a class="el" href="a02212.html#NL3D_1_1UAnimationSetz1372_2">NL3D::UAnimationSet::build()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, and <a class="el" href="a06348.html#l01112">NL3D::CScene::setAutomaticAnimationSet()</a>.
+<p>
+<div class="fragment"><pre>00107 {
+00108 NL_ALLOC_CONTEXT( 3dAnmSt )
+00109 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00110
+00111 <a class="code" href="a04199.html#a6">nlassert</a>(as);
+00112 as-&gt;build();
+00113 CAnimationSetUser *asu = NLMISC::safe_cast&lt;CAnimationSetUser *&gt;(as);
+00114 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setAutomaticAnimationSet(asu-&gt;_AnimationSet);
+00115 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz854_3" doxytag="NL3D::CSceneUser::setCam" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setCam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cam</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="a03351.html">UScene</a>.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1522_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00622">622</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00073">_CurrentCamera</a>, <a class="el" href="a06573.html#l00274">NL3D::CTransformUser::getScene()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, <a class="el" href="a05622.html#l00154">nlerror</a>, and <a class="el" href="a06349.html#l00179">NL3D::CScene::setCam()</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00946">CSceneUser()</a>.
+<p>
+<div class="fragment"><pre>00623 {
+00624 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00625 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00626
+00627 <span class="keywordflow">if</span>(!cam)
+00628 <a class="code" href="a04199.html#a3">nlerror</a>(<span class="stringliteral">"setCam(): cannot set a NULL camera"</span>);
+00629 CCameraUser *newCam= dynamic_cast&lt;CCameraUser*&gt;(cam);
+00630 <span class="keywordflow">if</span>( newCam-&gt;getScene() != &amp;<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>)
+00631 <a class="code" href="a04199.html#a3">nlerror</a>(<span class="stringliteral">"setCam(): try to set a current camera not created from this scene"</span>);
+00632
+00633 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp2">_CurrentCamera</a>= newCam;
+00634 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setCam(newCam-&gt;getCamera());
+00635 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz866_1" doxytag="NL3D::CSceneUser::setCoarseMeshLightingUpdate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setCoarseMeshLightingUpdate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>period</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Each coarseMesh lighting will be updated every "period" frame. clamped to 1,255
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1532_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00211">211</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, <a class="el" href="a06348.html#l00928">NL3D::CScene::setCoarseMeshLightingUpdate()</a>, and <a class="el" href="a05981.html#l00096">uint8</a>.
+<p>
+<div class="fragment"><pre>00212 {
+00213 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00214 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00215
+00216 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setCoarseMeshLightingUpdate(period);
+00217 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz866_2" doxytag="NL3D::CSceneUser::setCoarseMeshManagerTexture" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setCoarseMeshManagerTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>sPath</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the coarse meshes's common texture.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1532_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00194">194</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00335">NL3D::CScene::getCoarseMeshManager()</a>, <a class="el" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>, <a class="el" href="a04929.html#a11">NL3D_MEM_LOD</a>, and <a class="el" href="a05569.html#l00077">NL3D::CCoarseMeshManager::setTextureFile()</a>.
+<p>
+<div class="fragment"><pre>00195 {
+00196 <a class="code" href="a04929.html#a11">NL3D_MEM_LOD</a>
+00197 <a class="code" href="a04929.html#a5">NL3D_HAUTO_LOAD_LOD</a>;
+00198
+00199 <span class="comment">// Get the manager</span>
+00200 CCoarseMeshManager *manager=<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getCoarseMeshManager ();
+00201
+00202 <span class="comment">// Does it exist ?</span>
+00203 <span class="keywordflow">if</span> (manager)
+00204 {
+00205 <span class="comment">// Set the texture</span>
+00206 manager-&gt;setTextureFile (sPath);
+00207 }
+00208 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz878_2" doxytag="NL3D::CSceneUser::setFlareContext" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setFlareContext </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>context</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1542_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01028">1028</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05622.html#l00135">nlwarning</a>, <a class="el" href="a06349.html#l00554">NL3D::CScene::setFlareContext()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01029 {
+01030 <span class="keywordflow">if</span> (context &gt; CScene::MaxNumFlareContexts)
+01031 {
+01032 <a class="code" href="a04199.html#a2">nlwarning</a>(<span class="stringliteral">"Invalid flare context"</span>);
+01033 <span class="keywordflow">return</span>;
+01034 }
+01035 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setFlareContext(context);
+01036 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz872_2" doxytag="NL3D::CSceneUser::setGlobalWindDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setGlobalWindDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>gwd</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the current windDirection for all the scene. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1538_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00394">394</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l00946">NL3D::CScene::setGlobalWindDirection()</a>.
+<p>
+<div class="fragment"><pre>00395 {
+00396 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setGlobalWindDirection(gwd);
+00397 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz872_3" doxytag="NL3D::CSceneUser::setGlobalWindPower" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setGlobalWindPower </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>gwp</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the current windPower for all the scene. 0-1.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1538_3">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00378">378</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, and <a class="el" href="a06348.html#l00941">NL3D::CScene::setGlobalWindPower()</a>.
+<p>
+<div class="fragment"><pre>00379 {
+00380 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00381 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00382
+00383 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setGlobalWindPower(gwp);
+00384 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_5" doxytag="NL3D::CSceneUser::setGroupLoadMaxPolygon" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setGroupLoadMaxPolygon </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>group</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>nFaces</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the number of faces wanted for a LoadBlancingGroup. The Group is created if did not exist.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_6">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00167">167</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, <a class="el" href="a06348.html#l00766">NL3D::CScene::setGroupLoadMaxPolygon()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00168 {
+00169 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00170 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00171
+00172 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setGroupLoadMaxPolygon(group, nFaces);
+00173 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz868_1" doxytag="NL3D::CSceneUser::setLayersRenderingOrder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::CSceneUser::setLayersRenderingOrder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>directOrder</em> = true </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the order or rendering of layers containing transparent objects. In real case, with direct order, we have:<ul>
+<li>Underwater is rendered.</li><li>Water is rendered.</li><li>Objects above water are rendered.</li></ul>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1536_1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06353.html#l00236">236</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+References <a class="el" href="a06348.html#l00798">NL3D::CScene::setLayersRenderingOrder()</a>.
+<p>
+<div class="fragment"><pre>00236 { <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setLayersRenderingOrder(directOrder); }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_9" doxytag="NL3D::CSceneUser::setLightGroupColor" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setLightGroupColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>lightmapGroup</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>color</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the color of a light group.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_9">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00273">273</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, <a class="el" href="a06348.html#l01087">NL3D::CScene::setLightGroupColor()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00274 {
+00275 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00276 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00277
+00278 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setLightGroupColor(lightmapGroup, color);
+00279 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_10" doxytag="NL3D::CSceneUser::setLightTransitionThreshold" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setLightTransitionThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>lightTransitionThreshold</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Advanced. When a model is influenced by more light than allowed, or when it reach the limits of the light (attenuationEnd), the light can be darkened according to some threshold. The resultLightColor begin to fade when distModelToLight== attEnd- threshold*(attEnd-attBegin). when distModelToLight== 0, resultLightColor==Black. By default, this value is 0.1f. Setting higher values will smooth transition but will generally darken the global effects of lights. NB: clamp(value, 0, 1);
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_10">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00336">336</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00899">NL3D::CScene::setLightTransitionThreshold()</a>.
+<p>
+<div class="fragment"><pre>00337 {
+00338 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00339 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00340
+00341 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setLightTransitionThreshold(lightTransitionThreshold);
+00342 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_11" doxytag="NL3D::CSceneUser::setMaxLightContribution" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setMaxLightContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>nlights</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+setup the max number of point light that can influence a model. NB: clamped by NL3D_MAX_LIGHT_CONTRIBUTION Default is 3. NB: the sun contribution is not taken into account
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_11">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00321">321</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, <a class="el" href="a06348.html#l00890">NL3D::CScene::setMaxLightContribution()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00322 {
+00323 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00324 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00325
+00326 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setMaxLightContribution(nlights);
+00327 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_6" doxytag="NL3D::CSceneUser::setMaxSkeletonsInNotCLodForm" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setMaxSkeletonsInNotCLodForm </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>m</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+LoadBalancing for CLod and Skeletons. Setup the max number of skeletons displayed in std way (ie not CLod). Default is 20.
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_7">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00984">984</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00328">NL3D::CScene::setMaxSkeletonsInNotCLodForm()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00985 {
+00986 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setMaxSkeletonsInNotCLodForm(m);
+00987 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz864_7" doxytag="NL3D::CSceneUser::setPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setPolygonBalancingMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>polBalMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the PolygonBalancingMode.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1530_8">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00136">136</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, <a class="el" href="a05622.html#l00290">nlassert</a>, <a class="el" href="a06348.html#l00785">NL3D::CScene::setPolygonBalancingMode()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>00137 {
+00138 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00139 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00140
+00141 <a class="code" href="a04199.html#a6">nlassert</a>( (<a class="code" href="a04558.html#a15">uint</a>)CScene::CountPolygonBalancing == (<a class="code" href="a04558.html#a15">uint</a>)CSceneUser::CountPolygonBalancing );
+00142 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setPolygonBalancingMode((CScene::TPolygonBalancingMode)(<a class="code" href="a04558.html#a15">uint</a>)(polBalMode));
+00143 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_9" doxytag="NL3D::CSceneUser::setShadowMapBlurSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapBlurSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bs</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the size of the blur (&lt;=3 means number of fakeBlur).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_9">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01076">1076</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01228">NL3D::CScene::setShadowMapBlurSize()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01077 {
+01078 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapBlurSize(bs);
+01079 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_10" doxytag="NL3D::CSceneUser::setShadowMapDistFadeEnd" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapDistFadeEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>dist</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap Distance Fade end (50 default).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_10">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01104">1104</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01252">NL3D::CScene::setShadowMapDistFadeEnd()</a>.
+<p>
+<div class="fragment"><pre>01105 {
+01106 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapDistFadeEnd(dist);
+01107 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_11" doxytag="NL3D::CSceneUser::setShadowMapDistFadeStart" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapDistFadeStart </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>dist</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap Distance Fade Start (40 default).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_11">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01094">1094</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01247">NL3D::CScene::setShadowMapDistFadeStart()</a>.
+<p>
+<div class="fragment"><pre>01095 {
+01096 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapDistFadeStart(dist);
+01097 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_12" doxytag="NL3D::CSceneUser::setShadowMapMaxCasterAround" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapMaxCasterAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>num</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap max Caster Around (optimize memory).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_12">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01124">1124</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05646.html#l01124">num</a>, <a class="el" href="a06348.html#l01262">NL3D::CScene::setShadowMapMaxCasterAround()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01125 {
+01126 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapMaxCasterAround(num);
+01127 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_13" doxytag="NL3D::CSceneUser::setShadowMapMaxCasterInScreen" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapMaxCasterInScreen </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>num</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap max Caster In Screen (optimize CPU/GPU).
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_13">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01114">1114</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05646.html#l01124">num</a>, <a class="el" href="a06348.html#l01257">NL3D::CScene::setShadowMapMaxCasterInScreen()</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01115 {
+01116 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapMaxCasterInScreen(num);
+01117 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_14" doxytag="NL3D::CSceneUser::setShadowMapMaxDepth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapMaxDepth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>depth</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the ShadowMap Extent
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_14">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01064">1064</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05646.html#l01013">depth</a>, and <a class="el" href="a06348.html#l01222">NL3D::CScene::setShadowMapMaxDepth()</a>.
+<p>
+<div class="fragment"><pre>01065 {
+01066 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapMaxDepth(depth);
+01067 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz880_15" doxytag="NL3D::CSceneUser::setShadowMapTextureSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setShadowMapTextureSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>size</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+must be a power of 2.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1546_15">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01052">1052</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06348.html#l01214">NL3D::CScene::setShadowMapTextureSize()</a>, <a class="el" href="a05646.html#l00645">size</a>, and <a class="el" href="a05981.html#l00105">uint</a>.
+<p>
+<div class="fragment"><pre>01053 {
+01054 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setShadowMapTextureSize(size);
+01055 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_12" doxytag="NL3D::CSceneUser::setSunAmbient" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setSunAmbient </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Ambient of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_12">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00245">245</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00848">NL3D::CScene::setSunAmbient()</a>.
+<p>
+<div class="fragment"><pre>00246 {
+00247 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00248 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00249
+00250 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setSunAmbient(ambient);
+00251 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_13" doxytag="NL3D::CSceneUser::setSunDiffuse" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setSunDiffuse </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>diffuse</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Diffuse of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_13">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00252">252</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00852">NL3D::CScene::setSunDiffuse()</a>.
+<p>
+<div class="fragment"><pre>00253 {
+00254 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00255 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00256
+00257 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setSunDiffuse(diffuse);
+00258 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_14" doxytag="NL3D::CSceneUser::setSunDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setSunDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>direction</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Direction of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_14">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00266">266</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00860">NL3D::CScene::setSunDirection()</a>.
+<p>
+<div class="fragment"><pre>00267 {
+00268 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00269 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00270
+00271 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setSunDirection(direction);
+00272 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz870_15" doxytag="NL3D::CSceneUser::setSunSpecular" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setSunSpecular </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>specular</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the Specular of the Sun used for the scene.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1534_15">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00259">259</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05900.html#l00033">NL3D_MEM_LIGHT</a>, and <a class="el" href="a06348.html#l00856">NL3D::CScene::setSunSpecular()</a>.
+<p>
+<div class="fragment"><pre>00260 {
+00261 <a class="code" href="a04477.html#a0">NL3D_MEM_LIGHT</a>
+00262 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00263
+00264 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setSunSpecular(specular);
+00265 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_17" doxytag="NL3D::CSceneUser::setToGlobalInstanceGroup" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setToGlobalInstanceGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Assign the Instance Group to the root cluster
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_17">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00919">919</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05823.html#l00121">NL3D::CInstanceGroupUser::_InstanceGroup</a>, <a class="el" href="a06349.html#l00252">NL3D::CScene::getGlobalInstanceGroup()</a>, <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a05457.html#l00044">NL3D_MEM_IG</a>, and <a class="el" href="a06350.html#l01056">NL3D::CInstanceGroup::setClusterSystemForInstances()</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00408">updateWaitingIG()</a>.
+<p>
+<div class="fragment"><pre>00920 {
+00921 <a class="code" href="a04034.html#a1">NL3D_MEM_IG</a>
+00922 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00923
+00924 CInstanceGroupUser *pIGU = (CInstanceGroupUser*)pIG;
+00925 pIGU-&gt;_InstanceGroup.setClusterSystemForInstances(<a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.getGlobalInstanceGroup());
+00926 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz854_4" doxytag="NL3D::CSceneUser::setViewport" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setViewport </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const class <a class="el" href="a03704.html">CViewport</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>viewport</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the current Viewport.
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1522_4">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00643">643</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>, <a class="el" href="a06353.html#l00043">NL3D_MEM_SCENE</a>, and <a class="el" href="a06349.html#l00181">NL3D::CScene::setViewport()</a>.
+<p>
+<div class="fragment"><pre>00644 {
+00645 <a class="code" href="a04930.html#a0">NL3D_MEM_SCENE</a>
+00646 <a class="code" href="a04929.html#a0">NL3D_HAUTO_UI_SCENE</a>;
+00647
+00648 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setViewport(viewport);
+00649 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUsera1" doxytag="NL3D::CSceneUser::setWaterCallback" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::setWaterCallback </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>wcb</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenea1">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l01134">1134</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06349.html#l00593">NL3D::CScene::setWaterCallback()</a>.
+<p>
+<div class="fragment"><pre>01135 {
+01136 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.setWaterCallback(wcb);
+01137 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_18" doxytag="NL3D::CSceneUser::stopCreatingAndAddingIG" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::stopCreatingAndAddingIG </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+If we are adding the ig : stop loading and adding it to the scene if the ig is already added to the scene : remove it from scene
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1524_18">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00764">764</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00108">_WaitingIGs</a>, <a class="el" href="a06353.html#l00098">NL3D::CSceneUser::CWaitingIG::CallerPtr</a>, <a class="el" href="a02674.html#NL3D_1_1UInstanceGroupa5">NL3D::UInstanceGroup::getAddToSceneState()</a>, <a class="el" href="a06353.html#l00097">NL3D::CSceneUser::CWaitingIG::IGToLoad</a>, <a class="el" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>, <a class="el" href="a05457.html#l00044">NL3D_MEM_IG</a>, <a class="el" href="a02674.html#NL3D_1_1UInstanceGroupa23">NL3D::UInstanceGroup::removeFromScene()</a>, and <a class="el" href="a02674.html#NL3D_1_1UInstanceGroupa32">NL3D::UInstanceGroup::stopAddToSceneAsync()</a>.
+<p>
+<div class="fragment"><pre>00765 {
+00766 <a class="code" href="a04034.html#a1">NL3D_MEM_IG</a>
+00767 <a class="code" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>;
+00768
+00769 <span class="keywordflow">for</span>(TWaitingIGList::iterator it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.begin(); it != <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.end(); ++it)
+00770 {
+00771 CWaitingIG &amp;rWIG = *it;
+00772 <span class="keywordflow">if</span> (rWIG.CallerPtr == pIG)
+00773 {
+00774 <span class="keywordflow">if</span> (rWIG.IGToLoad == NULL)
+00775 {
+00776 UInstanceGroup::stopCreateInstanceGroupAsync(pIG);
+00777 }
+00778 <span class="comment">// Ig must be initialized</span>
+00779 <span class="keywordflow">else</span> <span class="keywordflow">if</span> (rWIG.IGToLoad != (UInstanceGroup*)-1)
+00780 {
+00781 <span class="keywordflow">switch</span>(rWIG.IGToLoad-&gt;getAddToSceneState())
+00782 {
+00783 <span class="keywordflow">case</span> UInstanceGroup::StateAdding:
+00784 rWIG.IGToLoad-&gt;stopAddToSceneAsync();
+00785 <span class="keywordflow">break</span>;
+00786 <span class="keywordflow">case</span> UInstanceGroup::StateAdded:
+00787 rWIG.IGToLoad-&gt;removeFromScene(*<span class="keyword">this</span>);
+00788 <span class="keyword">delete</span> rWIG.IGToLoad;
+00789 <span class="keywordflow">break</span>;
+00790 <span class="keywordflow">case</span> UInstanceGroup::StateNotAdded:
+00791 <span class="keyword">delete</span> rWIG.IGToLoad;
+00792 <span class="keywordflow">break</span>;
+00793 }
+00794 }
+00795 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.erase(it);
+00796 <span class="keywordflow">return</span>;
+00797 }
+00798 }
+00799 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz856_19" doxytag="NL3D::CSceneUser::updateWaitingIG" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::updateWaitingIG </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+should be called at each render
+<p>
+
+<p>
+Definition at line <a class="el" href="a06352.html#l00408">408</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00069">_DriverUser</a>, <a class="el" href="a06353.html#l00108">_WaitingIGs</a>, <a class="el" href="a05457.html#l00044">NL3D_MEM_IG</a>, and <a class="el" href="a06352.html#l00919">setToGlobalInstanceGroup()</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00578">updateWaitingInstances()</a>.
+<p>
+<div class="fragment"><pre>00409 {
+00410 <a class="code" href="a04034.html#a1">NL3D_MEM_IG</a>
+00411 <span class="keywordflow">for</span>(TWaitingIGList::iterator it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.begin(); it != <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.end();)
+00412 {
+00413 <span class="keywordtype">bool</span> erased= <span class="keyword">false</span>;
+00414 <span class="keywordflow">if</span> (it-&gt;IGToLoad != NULL) <span class="comment">// ig loaded ?</span>
+00415 {
+00416 <span class="keywordflow">if</span> (it-&gt;IGToLoad != (UInstanceGroup *) -1)
+00417 {
+00418 <span class="keywordflow">switch</span> (it-&gt;IGToLoad-&gt;getAddToSceneState())
+00419 {
+00420 <span class="keywordflow">case</span> UInstanceGroup::StateNotAdded:
+00421 <span class="comment">// start loading</span>
+00422 <span class="keywordflow">if</span> (it-&gt;Callback != NULL)
+00423 it-&gt;Callback-&gt;InstanceGroupCreated(it-&gt;IGToLoad);
+00424 it-&gt;IGToLoad-&gt;addToSceneAsync(*<span class="keyword">this</span>, _DriverUser, it-&gt;SelectedTexture);
+00425 <span class="keywordflow">break</span>;
+00426 <span class="keywordflow">case</span> UInstanceGroup::StateAdded:
+00427 it-&gt;IGToLoad-&gt;setPos(it-&gt;Pos);
+00428 it-&gt;IGToLoad-&gt;setRotQuat(it-&gt;Rot);
+00429 this-&gt;<a class="code" href="a03350.html#NL3D_1_1CSceneUserz856_17">setToGlobalInstanceGroup</a>(it-&gt;IGToLoad);
+00430 *it-&gt;CallerPtr = it-&gt;IGToLoad;
+00431 <span class="comment">// remove from list</span>
+00432 it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.erase(it);
+00433 erased= <span class="keyword">true</span>;
+00434 <span class="keywordflow">break</span>;
+00435 <span class="keywordflow">case</span> UInstanceGroup::StateError:
+00436 <span class="keyword">delete</span> it-&gt;IGToLoad;
+00437 it-&gt;IGToLoad = (UInstanceGroup *) -1;
+00438 *it-&gt;CallerPtr = it-&gt;IGToLoad;
+00439 <span class="comment">// remove from list</span>
+00440 it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.erase(it);
+00441 erased= <span class="keyword">true</span>;
+00442 <span class="keywordflow">break</span>;
+00443 <span class="keywordflow">default</span>:
+00444 <span class="keywordflow">break</span>;
+00445 }
+00446 }
+00447 <span class="keywordflow">else</span>
+00448 {
+00449 <span class="comment">// loading failed</span>
+00450 *it-&gt;CallerPtr = it-&gt;IGToLoad;
+00451 it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp10">_WaitingIGs</a>.erase(it);
+00452 erased= <span class="keyword">true</span>;
+00453 }
+00454 }
+00455 <span class="comment">// next IG.</span>
+00456 <span class="keywordflow">if</span>(!erased)
+00457 it++;
+00458 }
+00459 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserz852_2" doxytag="NL3D::CSceneUser::updateWaitingInstances" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::updateWaitingInstances </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">double&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ellapsedTime</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Update waiting instances and igs that are loaded asynchronously NB: this is called by <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">render()</a> <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>systemTimeEllapsed</em>&nbsp;</td><td>: the time between 2 calls to updateWaitingInstances, in seconds</td></tr>
+ </table>
+</dl>
+
+<p>
+Implements <a class="el" href="a03351.html#NL3D_1_1UScenez1520_2">NL3D::UScene</a>.
+<p>
+Definition at line <a class="el" href="a06352.html#l00569">569</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>, <a class="el" href="a06352.html#l00578">updateWaitingInstances()</a>, and <a class="el" href="a06348.html#l00537">NL3D::CScene::updateWaitingInstances()</a>.
+<p>
+<div class="fragment"><pre>00570 {
+00571 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a>
+00572 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp7">_Scene</a>.updateWaitingInstances(ellapsedTime);
+00573 <a class="code" href="a03350.html#NL3D_1_1CSceneUserd0">updateWaitingInstances</a>();
+00574 }
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserd0" doxytag="NL3D::CSceneUser::updateWaitingInstances" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CSceneUser::updateWaitingInstances </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [private, virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+update async loading during a call to render
+<p>
+
+<p>
+Definition at line <a class="el" href="a06352.html#l00578">578</a> of file <a class="el" href="a06352.html">scene_user.cpp</a>.
+<p>
+References <a class="el" href="a06353.html#l00084">_Transforms</a>, <a class="el" href="a06290.html#l00064">NL3D::CPtrSet&lt; T &gt;::insert()</a>, <a class="el" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>, <a class="el" href="a05457.html#l00043">NL3D_MEM_INSTANCE</a>, and <a class="el" href="a06352.html#l00408">updateWaitingIG()</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00548">render()</a>, and <a class="el" href="a06352.html#l00569">updateWaitingInstances()</a>.
+<p>
+<div class="fragment"><pre>00579 {
+00580 <a class="code" href="a04034.html#a0">NL3D_MEM_INSTANCE</a>
+00581 <span class="comment">// Update waiting instances</span>
+00582 {
+00583 <a class="code" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>
+00584
+00585 <span class="comment">// Done after the _Scene.render because in this method the instance are checked for creation</span>
+00586 std::map&lt;UInstance**,CTransformShape*&gt;::iterator it = <a class="code" href="a03350.html#NL3D_1_1CSceneUserp11">_WaitingInstances</a>.begin();
+00587 <span class="keywordflow">while</span>( it != <a class="code" href="a03350.html#NL3D_1_1CSceneUserp11">_WaitingInstances</a>.end() )
+00588 {
+00589 <span class="keywordflow">if</span>( it-&gt;second != NULL )
+00590 {
+00591 *(it-&gt;first) = dynamic_cast&lt;UInstance*&gt;( <a class="code" href="a03350.html#NL3D_1_1CSceneUserp8">_Transforms</a>.<a class="code" href="a03262.html#NL3D_1_1CPtrSetz770_2">insert</a>(<span class="keyword">new</span> CInstanceUser(&amp;_Scene, it-&gt;second, <span class="keyword">true</span>)) );
+00592 std::map&lt;UInstance**,CTransformShape*&gt;::iterator delIt = it;
+00593 ++it;
+00594 <a class="code" href="a03350.html#NL3D_1_1CSceneUserp11">_WaitingInstances</a>.erase(delIt);
+00595 }
+00596 <span class="keywordflow">else</span>
+00597 {
+00598 ++it;
+00599 }
+00600 }
+00601 }
+00602
+00603 <span class="comment">// update waiting instances groups;</span>
+00604 {
+00605 <a class="code" href="a04929.html#a6">NL3D_HAUTO_ASYNC_IG</a>
+00606
+00607 <a class="code" href="a03350.html#NL3D_1_1CSceneUserz856_19">updateWaitingIG</a>();
+00608 }
+00609 }
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Field Documentation</h2>
+<a class="anchor" name="NL3D_1_1CSceneUserp0" doxytag="NL3D::CSceneUser::_AnimationSets" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TAnimationSetSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp0">NL3D::CSceneUser::_AnimationSets</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00089">89</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00085">createAnimationSet()</a>, and <a class="el" href="a06352.html#l00097">deleteAnimationSet()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp1" doxytag="NL3D::CSceneUser::_CloudScapes" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TCloudScapeSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp1">NL3D::CSceneUser::_CloudScapes</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00086">86</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00873">createCloudScape()</a>, <a class="el" href="a06352.html#l00881">deleteCloudScape()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp2" doxytag="NL3D::CSceneUser::_CurrentCamera" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02319.html">CCameraUser</a>* <a class="el" href="a03350.html#NL3D_1_1CSceneUserp2">NL3D::CSceneUser::_CurrentCamera</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The Current camera.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00073">73</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00946">CSceneUser()</a>, <a class="el" href="a06352.html#l00686">deleteCamera()</a>, <a class="el" href="a06352.html#l00636">getCam()</a>, <a class="el" href="a06352.html#l00548">render()</a>, <a class="el" href="a06352.html#l00622">setCam()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp3" doxytag="NL3D::CSceneUser::_DriverUser" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a02437.html">CDriverUser</a>* <a class="el" href="a03350.html#NL3D_1_1CSceneUserp3">NL3D::CSceneUser::_DriverUser</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The driver which owns this scene.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00069">69</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00946">CSceneUser()</a>, <a class="el" href="a06352.html#l00548">render()</a>, <a class="el" href="a06352.html#l00408">updateWaitingIG()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp4" doxytag="NL3D::CSceneUser::_InstanceGroups" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TInstanceGroupSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp4">NL3D::CSceneUser::_InstanceGroups</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00087">87</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp5" doxytag="NL3D::CSceneUser::_Landscapes" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TLandscapeSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp5">NL3D::CSceneUser::_Landscapes</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00085">85</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00856">createLandscape()</a>, <a class="el" href="a06352.html#l00864">deleteLandscape()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp6" doxytag="NL3D::CSceneUser::_PlayListManagers" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TPlayListManagerSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp6">NL3D::CSceneUser::_PlayListManagers</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00090">90</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00118">createPlayListManager()</a>, and <a class="el" href="a06352.html#l00126">deletePlayListManager()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp7" doxytag="NL3D::CSceneUser::_Scene" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03348.html">CScene</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp7">NL3D::CSceneUser::_Scene</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The Scene.
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00071">71</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp8" doxytag="NL3D::CSceneUser::_Transforms" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TTransformSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp8">NL3D::CSceneUser::_Transforms</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00084">84</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00678">createCamera()</a>, <a class="el" href="a06352.html#l00700">createInstance()</a>, <a class="el" href="a06352.html#l00353">createPointLight()</a>, <a class="el" href="a06352.html#l00830">createSkeleton()</a>, <a class="el" href="a06352.html#l00806">createTransform()</a>, <a class="el" href="a06352.html#l00686">deleteCamera()</a>, <a class="el" href="a06352.html#l00743">deleteInstance()</a>, <a class="el" href="a06352.html#l00367">deletePointLight()</a>, <a class="el" href="a06352.html#l00846">deleteSkeleton()</a>, <a class="el" href="a06352.html#l00820">deleteTransform()</a>, <a class="el" href="a06352.html#l00578">updateWaitingInstances()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp9" doxytag="NL3D::CSceneUser::_VisualCollisionManagers" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03262.html">TVisualCollisionManagerSet</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp9">NL3D::CSceneUser::_VisualCollisionManagers</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00088">88</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00929">createVisualCollisionManager()</a>, <a class="el" href="a06352.html#l00936">deleteVisualCollisionManager()</a>, and <a class="el" href="a06352.html#l00969">~CSceneUser()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp10" doxytag="NL3D::CSceneUser::_WaitingIGs" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="a03350.html#NL3D_1_1CSceneUserx7">TWaitingIGList</a> <a class="el" href="a03350.html#NL3D_1_1CSceneUserp10">NL3D::CSceneUser::_WaitingIGs</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00108">108</a> of file <a class="el" href="a06353.html">scene_user.h</a>.
+<p>
+Referenced by <a class="el" href="a06352.html#l00753">createInstanceGroupAndAddToSceneAsync()</a>, <a class="el" href="a06352.html#l00764">stopCreatingAndAddingIG()</a>, and <a class="el" href="a06352.html#l00408">updateWaitingIG()</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1CSceneUserp11" doxytag="NL3D::CSceneUser::_WaitingInstances" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::map&lt;<a class="el" href="a03047.html">UInstance</a>**,<a class="el" href="a02537.html">CTransformShape</a>*&gt; <a class="el" href="a03350.html#NL3D_1_1CSceneUserp11">NL3D::CSceneUser::_WaitingInstances</a><code> [protected]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06353.html#l00092">92</a> of file <a class="el" href="a06353.html">scene_user.h</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="a06353.html">scene_user.h</a><li><a class="el" href="a06352.html">scene_user.cpp</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 07:40:53 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>