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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+ <TD><B>Documentation</B></TD>
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+<!-- Generated by Doxygen 1.2.14 -->
+<center>
+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::UInstance Class Reference</h1>Game interface for manipulating Objects, animations etc...
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__instance_8h-source.html">u_instance.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UInstance:
+<p><center><img src="classNL3D_1_1UInstance.gif" usemap="#NL3D::UInstance_map" border="0"></center>
+<map name="NL3D::UInstance_map">
+<area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="112,56,327,80">
+<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="112,0,327,24">
+<area href="classNL3D_1_1CInstanceUser.html" alt="NL3D::CInstanceUser" shape="rect" coords="0,168,215,192">
+<area href="classNL3D_1_1UParticleSystemInstance.html" alt="NL3D::UParticleSystemInstance" shape="rect" coords="225,168,440,192">
+<area href="classNL3D_1_1CWaterInstanceUser.html" alt="NL3D::CWaterInstanceUser" shape="rect" coords="0,224,215,248">
+<area href="classNL3D_1_1CParticleSystemInstanceUser.html" alt="NL3D::CParticleSystemInstanceUser" shape="rect" coords="225,224,440,248">
+</map>
+<a href="classNL3D_1_1UInstance-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a0">getShapeAABBox</a> (<a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;bbox) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the untransformed AABBox of the mesh.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a1">setBlendShapeFactor</a> (const std::string &amp;blendShapeName, float factor, bool dynamic)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the blend shape factor for this instance blenShapeName is the name of the blendshape we want to set factor the blendshape percentage from 0.0 to 100.0 dynamic tells the optimizer if the blendshape have to change in real time.</em> <a href="#a1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a2">changeMRMDistanceSetup</a> (float distanceFinest, float distanceMiddle, float distanceCoarsest)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change MRM Distance setup.</em> <a href="#a2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a3">setShapeDistMax</a> (float distMax)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Change Max Display distance.</em> <a href="#a3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a4">getShapeDistMax</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UInstance.html#a3">setShapeDistMax</a>().</em> <a href="#a4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a5">canStartStop</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Test if there is a start/stop caps in the objects (some fxs such as remanence).</em> <a href="#a5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a6">start</a> ()=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a7">stop</a> ()=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a8">isStarted</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a9">getDistMax</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a10">setDistMax</a> (float distMax)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a11">setCoarseMeshDist</a> (float dist)=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#a12">getCoarseMeshDist</a> () const=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader">Material access.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z31_0">getNumMaterials</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return number of materials this mesh instance use.</em> <a href="#z31_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UInstanceMaterial.html">UInstanceMaterial</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z31_1">getMaterial</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> materialId)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return a local access on a material, to change its values. (NB: overwrited, if animated).</em> <a href="#z31_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z31_2">selectTextureSet</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a356">id</a>)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Select textures of material among several sets (if available) NB: if success and if <a class="el" href="classNL3D_1_1UInstance.html#z32_1">getAsyncTextureMode</a>()==true, then setAsyncTextureDirty(true) is called.</em> <a href="#z31_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Async Texture Loading</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_0">enableAsyncTextureMode</a> (bool enable)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>if true, the instance is said in "AsyncTextureMode".</em> <a href="#z32_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_1">getAsyncTextureMode</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_2">startAsyncTextureLoading</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Start to load all textures in AsyncTextures array (if needed) NB: old setup is kept in Material =&gt; instance is still rendered with "coherent" textures, until new textures are ready no op if not in async texture mode.</em> <a href="#z32_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_3">isAsyncTextureReady</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>return true if all the async textures of the instances are uploaded.</em> <a href="#z32_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_4">setAsyncTextureDistance</a> (float dist)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For Lod of texture, and load balancing, set the approximate distance of the instance to the camera.</em> <a href="#z32_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_5">getAsyncTextureDistance</a> () const=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_6">setAsyncTextureDirty</a> (bool flag)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>User is free to flag this state, to know if <a class="el" href="classNL3D_1_1UInstance.html#z32_2">startAsyncTextureLoading</a>() should be called.</em> <a href="#z32_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z32_7">isAsyncTextureDirty</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see dirtAsyncTextureState().</em> <a href="#z32_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z30_0">UInstance</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html#z30_1">~UInstance</a> ()</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Game interface for manipulating Objects, animations etc...
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="u__instance_8h-source.html#l00048">48</a> of file <a class="el" href="u__instance_8h-source.html">u_instance.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="z30_0" doxytag="NL3D::UInstance::UInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::UInstance::UInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected]</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="u__instance_8h-source.html#l00054">54</a> of file <a class="el" href="u__instance_8h-source.html">u_instance.h</a>. </td>
+ </tr>
+</table>
+<a name="z30_1" doxytag="NL3D::UInstance::~UInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::UInstance::~UInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, protected, 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="u__instance_8h-source.html#l00055">55</a> of file <a class="el" href="u__instance_8h-source.html">u_instance.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="a5" doxytag="NL3D::UInstance::canStartStop"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UInstance::canStartStop </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Test if there is a start/stop caps in the objects (some fxs such as remanence).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a5">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a2" doxytag="NL3D::UInstance::changeMRMDistanceSetup"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::changeMRMDistanceSetup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceFinest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceMiddle</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>distanceCoarsest</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Change MRM Distance setup.
+<p>
+Only for mesh which support MRM. NB MeshMultiLod apply it only on Lod0 (if Lod0 is a MRM). NB: This apply to the shape direclty!! ie All instances using same shape will be affected NB: no-op if distanceFinest&lt;0, distanceMiddle&lt;=distanceFinest or if distanceCoarsest&lt;=distanceMiddle. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>distanceFinest</em>&nbsp;</td><td>
+The MRM has its max faces when dist&lt;=distanceFinest. </td></tr>
+<tr><td valign=top><em>distanceMiddle</em>&nbsp;</td><td>
+The MRM has 50% of its faces at dist==distanceMiddle. </td></tr>
+<tr><td valign=top><em>distanceCoarsest</em>&nbsp;</td><td>
+The MRM has faces/Divisor (ie near 0) when dist&gt;=distanceCoarsest. </td></tr>
+</table>
+</dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a2">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_0" doxytag="NL3D::UInstance::enableAsyncTextureMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::enableAsyncTextureMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>enable</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+if true, the instance is said in "AsyncTextureMode".
+<p>
+Ie user must fill AsyncTextures field with name of the textures to load. At each <a class="el" href="classNL3D_1_1UInstance.html#z32_2">startAsyncTextureLoading</a>(), the system start to load async them. Then, <a class="el" href="classNL3D_1_1UInstance.html#z32_3">isAsyncTextureReady</a>() should be test each frame, to know if loading has completed. By default, AsyncTextureMode=false. When it swap from false to true, each texture file in Materials are replaced with "blank.tga", and true fileNames are copied into AsyncTextures. When it swap from true to false, the inverse is applied. NB: calling enableAsyncTextureMode(true) calls setAsyncTextureDirty(true)
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_0">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_5" doxytag="NL3D::UInstance::getAsyncTextureDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UInstance::getAsyncTextureDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UInstance.html#z32_4">setAsyncTextureDistance</a>() </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_5">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_1" doxytag="NL3D::UInstance::getAsyncTextureMode"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UInstance::getAsyncTextureMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_1">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a12" doxytag="NL3D::UInstance::getCoarseMeshDist"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UInstance::getCoarseMeshDist </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a12">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a9" doxytag="NL3D::UInstance::getDistMax"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UInstance::getDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a9">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z31_1" doxytag="NL3D::UInstance::getMaterial"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="classNL3D_1_1UInstanceMaterial.html">UInstanceMaterial</a>&amp; NL3D::UInstance::getMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>materialId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return a local access on a material, to change its values. (NB: overwrited, if animated).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z474_1">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z31_0" doxytag="NL3D::UInstance::getNumMaterials"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::UInstance::getNumMaterials </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return number of materials this mesh instance use.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z474_0">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a0" doxytag="NL3D::UInstance::getShapeAABBox"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::getShapeAABBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CAABBox.html">NLMISC::CAABBox</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bbox</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get the untransformed AABBox of the mesh.
+<p>
+NULL (gtSize()==0) if no mesh.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a0">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a4" doxytag="NL3D::UInstance::getShapeDistMax"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UInstance::getShapeDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure 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="classNL3D_1_1UInstance.html#a3">setShapeDistMax</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a4">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_7" doxytag="NL3D::UInstance::isAsyncTextureDirty"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UInstance::isAsyncTextureDirty </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see dirtAsyncTextureState().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_7">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_3" doxytag="NL3D::UInstance::isAsyncTextureReady"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UInstance::isAsyncTextureReady </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return true if all the async textures of the instances are uploaded.
+<p>
+if was not ready before, this swap the upload textures into the rendered ones so they are rendered return always true if not in async texture mode, or if <a class="el" href="classNL3D_1_1UInstance.html#z32_2">startAsyncTextureLoading</a>() has not been called since last enableAsyncTextureMode(true)
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_3">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a8" doxytag="NL3D::UInstance::isStarted"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UInstance::isStarted </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a8">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z31_2" doxytag="NL3D::UInstance::selectTextureSet"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::selectTextureSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>id</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Select textures of material among several sets (if available) NB: if success and if <a class="el" href="classNL3D_1_1UInstance.html#z32_1">getAsyncTextureMode</a>()==true, then setAsyncTextureDirty(true) is called.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z474_2">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_6" doxytag="NL3D::UInstance::setAsyncTextureDirty"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setAsyncTextureDirty </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>flag</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+User is free to flag this state, to know if <a class="el" href="classNL3D_1_1UInstance.html#z32_2">startAsyncTextureLoading</a>() should be called.
+<p>
+Internal system don't use this flag. Default is false
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_6">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_4" doxytag="NL3D::UInstance::setAsyncTextureDistance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setAsyncTextureDistance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>dist</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+For Lod of texture, and load balancing, set the approximate distance of the instance to the camera.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_4">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::UInstance::setBlendShapeFactor"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setBlendShapeFactor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>blendShapeName</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>factor</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dynamic</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><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 blend shape factor for this instance blenShapeName is the name of the blendshape we want to set factor the blendshape percentage from 0.0 to 100.0 dynamic tells the optimizer if the blendshape have to change in real time.
+<p>
+
+<p>
+Reimplemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a1">NL3D::CInstanceUser</a>.
+<p>
+Definition at line <a class="el" href="u__instance_8h-source.html#l00071">71</a> of file <a class="el" href="u__instance_8h-source.html">u_instance.h</a>. </td>
+ </tr>
+</table>
+<a name="a11" doxytag="NL3D::UInstance::setCoarseMeshDist"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setCoarseMeshDist </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>dist</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a11">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a10" doxytag="NL3D::UInstance::setDistMax"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>distMax</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a10">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a3" doxytag="NL3D::UInstance::setShapeDistMax"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::setShapeDistMax </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>distMax</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Change Max Display distance.
+<p>
+After this distance the shape won't be displayed. setting &lt;0 means -1 and so means DistMax = infinite (default in meshs but multilod meshes). NB: This apply to the shape direclty!! ie All instances using same shape will be affected
+<p>
+Note: If the instance is skinned/sticked to a skeleton, this setup is not taken into account. But you can call <a class="el" href="classNL3D_1_1USkeleton.html#z87_3">USkeleton::setShapeDistMax</a>() to have same effect.
+<p>
+Note (complex): All instances of the same shape which are <a class="el" href="classNL3D_1_1UTransform.html#z100_0">freezeHRC</a>()-ed and are linked to the QuadGridClipManager (ie not linked to a cluster) may not be updated corretcly. In other words, you should setup this value only at beginning of program, just after creating your instance (more exactly before <a class="el" href="classNL3D_1_1UScene.html#z73_0">UScene::render</a>()), and all instances of the same shape should be setuped with same value (or don't call <a class="el" href="classNL3D_1_1UInstance.html#a3">setShapeDistMax</a>() for subsequent instances). If you don't do this, QuadGridClipManager may clip such instances nearer than they should
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a3">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a6" doxytag="NL3D::UInstance::start"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::start </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a6">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="z32_2" doxytag="NL3D::UInstance::startAsyncTextureLoading"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::startAsyncTextureLoading </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Start to load all textures in AsyncTextures array (if needed) NB: old setup is kept in Material =&gt; instance is still rendered with "coherent" textures, until new textures are ready no op if not in async texture mode.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#z475_2">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<a name="a7" doxytag="NL3D::UInstance::stop"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UInstance::stop </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CInstanceUser.html#a7">NL3D::CInstanceUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u__instance_8h-source.html">u_instance.h</a></ul>
+
+
+<!-- footer -->
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