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authorneodarz <neodarz@neodarz.net>2018-08-11 20:21:34 +0200
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+<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::UScene Class Reference</h1>Game Interface for Scene.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="u__scene_8h-source.html">u_scene.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UScene:
+<p><center><img src="classNL3D_1_1UScene.gif" usemap="#NL3D::UScene_map" border="0"></center>
+<map name="NL3D::UScene_map">
+<area href="classNL3D_1_1CSceneUser.html" alt="NL3D::CSceneUser" shape="rect" coords="0,56,121,80">
+</map>
+<a href="classNL3D_1_1UScene-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>LoadBalancing mgt.</h2></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z78_0">TPolygonBalancingMode</a> { <a class="el" href="classNL3D_1_1UScene.html#z78_0s0">PolygonBalancingOff</a> = 0,
+<a class="el" href="classNL3D_1_1UScene.html#z78_0s1">PolygonBalancingOn</a>,
+<a class="el" href="classNL3D_1_1UScene.html#z78_0s2">PolygonBalancingClamp</a>,
+<a class="el" href="classNL3D_1_1UScene.html#z78_0s3">CountPolygonBalancing</a>
+ }</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The mode of polygon balancing.</em> <a href="#z78_0">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_1UScene.html#z78_1">setPolygonBalancingMode</a> (<a class="el" href="classNL3D_1_1UScene.html#z78_0">TPolygonBalancingMode</a> polBalMode)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the PolygonBalancingMode.</em> <a href="#z78_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UScene.html#z78_0">TPolygonBalancingMode</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z78_2">getPolygonBalancingMode</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the PolygonBalancingMode.</em> <a href="#z78_2">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_1UScene.html#z78_3">getNbFaceAsked</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the last face count asked from the instances before reduction.</em> <a href="#z78_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_1UScene.html#z78_4">setGroupLoadMaxPolygon</a> (const std::string &amp;group, <a class="el" href="memory__common_8h.html#a15">uint</a> nFaces)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the number of faces wanted for a LoadBlancingGroup.</em> <a href="#z78_4">More...</a><em></em></font><br><br></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_1UScene.html#z78_5">getGroupLoadMaxPolygon</a> (const std::string &amp;group)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the number of faces wanted for a LoadBlancingGroup.</em> <a href="#z78_5">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_1UScene.html#z78_6">getGroupNbFaceAsked</a> (const std::string &amp;group) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the last face count asked from the instances before reduction.</em> <a href="#z78_6">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_1UScene.html#z78_7">setMaxSkeletonsInNotCLodForm</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> m)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>LoadBalancing for CLod and Skeletons.</em> <a href="#z78_7">More...</a><em></em></font><br><br></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_1UScene.html#z78_8">getMaxSkeletonsInNotCLodForm</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UScene.html#z78_7">setMaxSkeletonsInNotCLodForm</a>().</em> <a href="#z78_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Render the scene from the CurrentCamera view (<a class="el" href="classNL3D_1_1UScene.html#z74_0">setCam</a>()), and the current Viewport.</em> <a href="#z73_0">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_1UScene.html#z73_1">updateWaitingInstances</a> (double systemTimeEllapsed)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Update waiting instances and igs that are loaded asynchronously NB: this is called by <a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a>().</em> <a href="#z73_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_1UScene.html#z73_2">animate</a> (<a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a> time)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the animation time for lightmap and Particle System animation.</em> <a href="#z73_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z74_0">setCam</a> (<a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *cam)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="classNL3D_1_1UScene.html">UScene</a>.</em> <a href="#z74_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z74_1">getCam</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the current camera.</em> <a href="#z74_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_1UScene.html#z74_2">setViewport</a> (const class <a class="el" href="classNL3D_1_1CViewport.html">CViewport</a> &amp;viewport)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the current Viewport.</em> <a href="#z74_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1CViewport.html">CViewport</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z74_3">getViewport</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get the current Viewport.</em> <a href="#z74_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Component Mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_0">createCamera</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a camera. Usefull for this scene only.</em> <a href="#z75_0">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_1UScene.html#z75_1">deleteCamera</a> (<a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *cam)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a camera.</em> <a href="#z75_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_2">createInstance</a> (const std::string &amp;shapeName)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create an instance of the shape "shapename".</em> <a href="#z75_2">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_1UScene.html#z75_3">createInstanceAsync</a> (const std::string &amp;shapeName, <a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> **ppInstance)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Same as createInstance but the instance is loaded asynchronously.</em> <a href="#z75_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_1UScene.html#z75_4">deleteInstance</a> (<a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> *inst)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete an instance via his pointer.</em> <a href="#z75_4">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_1UScene.html#z75_5">createInstanceGroupAndAddToSceneAsync</a> (const std::string &amp;instanceGroup, <a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> **pIG, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a378">offset</a>)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>create an instance group asynchronously, and add it to a scene asynchronously once it has been loaded.</em> <a href="#z75_5">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_1UScene.html#z75_6">stopCreatingAndAddingIG</a> (<a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> **pIG)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Stop loading and adding an ig to the scene.</em> <a href="#z75_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_7">createTransform</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a dummy object.</em> <a href="#z75_7">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_1UScene.html#z75_8">deleteTransform</a> (<a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *tr)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a dummy object.</em> <a href="#z75_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_9">createSkeleton</a> (const std::string &amp;shapeName)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a skeleton instance of the skeleton shape "shapename".</em> <a href="#z75_9">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_1UScene.html#z75_10">deleteSkeleton</a> (<a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a> *skel)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a skeleton instance via his pointer.</em> <a href="#z75_10">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1ULandscape.html">ULandscape</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_11">createLandscape</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).</em> <a href="#z75_11">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_1UScene.html#z75_12">deleteLandscape</a> (<a class="el" href="classNL3D_1_1ULandscape.html">ULandscape</a> *land)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>delete a landscape.</em> <a href="#z75_12">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UCloudScape.html">UCloudScape</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_13">createCloudScape</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).</em> <a href="#z75_13">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_1UScene.html#z75_14">deleteCloudScape</a> (<a class="el" href="classNL3D_1_1UCloudScape.html">UCloudScape</a> *cs)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>delete a landscape.</em> <a href="#z75_14">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_1UScene.html#z75_15">setToGlobalInstanceGroup</a> (<a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> *pIGU)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Assign the Instance Group to the root cluster.</em> <a href="#z75_15">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UPointLight.html">UPointLight</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z75_16">createPointLight</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a dynamic PointLight. Usefull for this scene only.</em> <a href="#z75_16">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_1UScene.html#z75_17">deletePointLight</a> (<a class="el" href="classNL3D_1_1UPointLight.html">UPointLight</a> *light)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a dynamic PointLight.</em> <a href="#z75_17">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Animation gestion.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z76_0">createAnimationSet</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create an empty AnimationSet.</em> <a href="#z76_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z76_1">createAnimationSet</a> (const std::string &amp;animationSetFile)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a new AnimationSet, load it from a file. Use CPath to search the animation set. exception EPathNotFound if not found.</em> <a href="#z76_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_1UScene.html#z76_2">deleteAnimationSet</a> (<a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *animationSet)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a AnimationSet. NB: actually, this animation set is internally deleted only when no more <a class="el" href="classNL3D_1_1UPlayList.html">UPlayList</a> use it.</em> <a href="#z76_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UPlayListManager.html">UPlayListManager</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z76_3">createPlayListManager</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Create a new PlayListManager.</em> <a href="#z76_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_1UScene.html#z76_4">deletePlayListManager</a> (<a class="el" href="classNL3D_1_1UPlayListManager.html">UPlayListManager</a> *playListManager)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Delete a PlayListManager.</em> <a href="#z76_4">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_1UScene.html#z76_5">setAutomaticAnimationSet</a> (<a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *as)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the automatic animation set used by the scene.</em> <a href="#z76_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Visual Collision manager.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNL3D_1_1UVisualCollisionManager.html">UVisualCollisionManager</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z77_0">createVisualCollisionManager</a> ()=0</td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z77_1">deleteVisualCollisionManager</a> (<a class="el" href="classNL3D_1_1UVisualCollisionManager.html">UVisualCollisionManager</a> *mgr)=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader">Coarse meshes mgt.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z79_0">setStaticCoarseMeshManagerTexture</a> (const char *sPath)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the static coarse meshes's common texture.</em> <a href="#z79_0">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_1UScene.html#z79_1">setDynamicCoarseMeshManagerTexture</a> (const char *sPath)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the dynamic coarse meshes's common texture.</em> <a href="#z79_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_1UScene.html#z79_2">setCoarseMeshLightingUpdate</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> period)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Each coarseMesh lighting will be updated every "period" frame.</em> <a href="#z79_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z79_3">getCoarseMeshLightingUpdate</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1UScene.html#z79_2">setCoarseMeshLightingUpdate</a>().</em> <a href="#z79_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Global light setup.</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_0">enableLightingSystem</a> (bool enable)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Enable Scene Lighting system.</em> <a href="#z80_0">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_1UScene.html#z80_1">setAmbientGlobal</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the global Ambient used for the scene. Default to (50, 50, 50).</em> <a href="#z80_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_1UScene.html#z80_2">setSunAmbient</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> ambient)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Ambient of the Sun used for the scene.</em> <a href="#z80_2">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_1UScene.html#z80_3">setSunDiffuse</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> diffuse)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Diffuse of the Sun used for the scene.</em> <a href="#z80_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_1UScene.html#z80_4">setSunSpecular</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specular)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Specular of the Sun used for the scene.</em> <a href="#z80_4">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_1UScene.html#z80_5">setSunDirection</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;direction)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the Direction of the Sun used for the scene.</em> <a href="#z80_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_6">getAmbientGlobal</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the global Ambient used for the scene. Default to (50, 50, 50).</em> <a href="#z80_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_7">getSunAmbient</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the Ambient of the Sun used for the scene.</em> <a href="#z80_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_8">getSunDiffuse</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the Diffuse of the Sun used for the scene.</em> <a href="#z80_8">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_9">getSunSpecular</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the Specular of the Sun used for the scene.</em> <a href="#z80_9">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z80_10">getSunDirection</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the Direction of the Sun used for the scene.</em> <a href="#z80_10">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_1UScene.html#z80_11">setMaxLightContribution</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> nlights)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>setup the max number of point light that can influence a model.</em> <a href="#z80_11">More...</a><em></em></font><br><br></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_1UScene.html#z80_12">getMaxLightContribution</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UScene.html#z80_11">setMaxLightContribution</a>().</dl></em> <a href="#z80_12">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_1UScene.html#z80_13">setLightTransitionThreshold</a> (float lightTransitionThreshold)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Advanced.</em> <a href="#z80_13">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_1UScene.html#z80_14">getLightTransitionThreshold</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1UScene.html#z80_14">getLightTransitionThreshold</a>().</dl></em> <a href="#z80_14">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">transparent Layers mgt</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z81_0">setLayersRenderingOrder</a> (bool directOrder=true)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the order or rendering of layers containing transparent objects.</em> <a href="#z81_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_1UScene.html#z81_1">getLayersRenderingOrder</a> () const=0</td></tr>
+<tr><td colspan="2"><div class="groupHeader">Weather mgt</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z82_0">setGlobalWindPower</a> (float gwp)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the current windPower for all the scene. 0-1.</em> <a href="#z82_0">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_1UScene.html#z82_1">getGlobalWindPower</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the current windPower.</em> <a href="#z82_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_1UScene.html#z82_2">setGlobalWindDirection</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;gwd)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set the current windDirection for all the scene. dir.z set to 0 and vector normalized.</em> <a href="#z82_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z82_3">getGlobalWindDirection</a> () const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get the current windDirection.</em> <a href="#z82_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">CLod / Character Lod mgt</div></td></tr>
+<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z83_0">resetCLodManager</a> ()=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>reset the manager.</em> <a href="#z83_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z83_1">loadCLodShapeBank</a> (const std::string &amp;fileName)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Load a Shape Bank.</em> <a href="#z83_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_1UScene.html#z83_2">deleteCLodShapeBank</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> bankId)=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>delete a Shape Bank. No-op if bad id.</em> <a href="#z83_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a10">sint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z83_3">getCLodShapeIdByName</a> (const std::string &amp;name) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a shapeId by its name.</em> <a href="#z83_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>virtual <a class="el" href="memory__common_8h.html#a10">sint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z83_4">getCLodAnimIdByName</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> shapeId, const std::string &amp;name) const=0</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a AnimId of a shape by its name.</em> <a href="#z83_4">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_1UScene.html#z72_0">UScene</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html#z72_1">~UScene</a> ()</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Game Interface for Scene.
+<p>
+A <a class="el" href="classNL3D_1_1UScene.html">UScene</a> create instances, camera lights etc... Those objects are not sharable through different scenes. You cannot use a camera create with Scene1, for viewing Scene2.
+<p>
+The scene is created with a default camera that you can retrieve with <a class="el" href="classNL3D_1_1UScene.html#z74_1">getCam</a>().
+<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__scene_8h-source.html#l00068">68</a> of file <a class="el" href="u__scene_8h-source.html">u_scene.h</a>.<hr><h2>Member Enumeration Documentation</h2>
+<a name="z78_0" doxytag="NL3D::UScene::TPolygonBalancingMode"></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"> enum NL3D::UScene::TPolygonBalancingMode
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The mode of polygon balancing.
+<p>
+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><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="z78_0s0" doxytag="PolygonBalancingOff"></a><em>PolygonBalancingOff</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z78_0s1" doxytag="PolygonBalancingOn"></a><em>PolygonBalancingOn</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z78_0s2" doxytag="PolygonBalancingClamp"></a><em>PolygonBalancingClamp</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="z78_0s3" doxytag="CountPolygonBalancing"></a><em>CountPolygonBalancing</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="u__scene_8h-source.html#l00234">234</a> of file <a class="el" href="u__scene_8h-source.html">u_scene.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="z72_0" doxytag="NL3D::UScene::UScene"></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::UScene::UScene </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__scene_8h-source.html#l00074">74</a> of file <a class="el" href="u__scene_8h-source.html">u_scene.h</a>. </td>
+ </tr>
+</table>
+<a name="z72_1" doxytag="NL3D::UScene::~UScene"></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::UScene::~UScene </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__scene_8h-source.html#l00075">75</a> of file <a class="el" href="u__scene_8h-source.html">u_scene.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z73_2" doxytag="NL3D::UScene::animate"></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::UScene::animate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>time</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>
+Set the animation time for lightmap and Particle System animation.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z774_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_1" doxytag="NL3D::UScene::createAnimationSet"></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_1UAnimationSet.html">UAnimationSet</a>* NL3D::UScene::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>&nbsp; <em>animationSetFile</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>
+Create a new AnimationSet, load it from a file. Use CPath to search the animation set. exception EPathNotFound if not found.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_0" doxytag="NL3D::UScene::createAnimationSet"></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_1UAnimationSet.html">UAnimationSet</a>* NL3D::UScene::createAnimationSet </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>
+Create an empty AnimationSet.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_0" doxytag="NL3D::UScene::createCamera"></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_1UCamera.html">UCamera</a>* NL3D::UScene::createCamera </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>
+Create a camera. Usefull for this scene only.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_13" doxytag="NL3D::UScene::createCloudScape"></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_1UCloudScape.html">UCloudScape</a>* NL3D::UScene::createCloudScape </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>
+Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_14">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_2" doxytag="NL3D::UScene::createInstance"></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_1UInstance.html">UInstance</a>* NL3D::UScene::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>&nbsp; <em>shapeName</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>
+Create an instance of the shape "shapename".
+<p>
+If not present, try to load "shapename" via CPath. If fails (file not found), return NULL. nlerror if the file is not a mesh file.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_3" doxytag="NL3D::UScene::createInstanceAsync"></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::UScene::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>&nbsp; <em>shapeName</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> **&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ppInstance</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>
+Same as createInstance but the instance is loaded asynchronously.
+<p>
+You must poll to know if the instance if created by calling <a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a>()
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_5" doxytag="NL3D::UScene::createInstanceGroupAndAddToSceneAsync"></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::UScene::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>&nbsp; <em>instanceGroup</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pIG</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>offset</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>
+create an instance group asynchronously, and add it to a scene asynchronously once it has been loaded.
+<p>
+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>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_11" doxytag="NL3D::UScene::createLandscape"></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_1ULandscape.html">ULandscape</a>* NL3D::UScene::createLandscape </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>
+Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_12">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_3" doxytag="NL3D::UScene::createPlayListManager"></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_1UPlayListManager.html">UPlayListManager</a>* NL3D::UScene::createPlayListManager </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>
+Create a new PlayListManager.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_16" doxytag="NL3D::UScene::createPointLight"></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_1UPointLight.html">UPointLight</a>* NL3D::UScene::createPointLight </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>
+Create a dynamic PointLight. Usefull for this scene only.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_17">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_9" doxytag="NL3D::UScene::createSkeleton"></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_1USkeleton.html">USkeleton</a>* NL3D::UScene::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>&nbsp; <em>shapeName</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>
+Create a skeleton instance of the skeleton shape "shapename".
+<p>
+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>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_10">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_7" doxytag="NL3D::UScene::createTransform"></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_1UTransform.html">UTransform</a>* NL3D::UScene::createTransform </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>
+Create a dummy object.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_8">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z77_0" doxytag="NL3D::UScene::createVisualCollisionManager"></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_1UVisualCollisionManager.html">UVisualCollisionManager</a>* NL3D::UScene::createVisualCollisionManager </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_1CSceneUser.html#z779_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_2" doxytag="NL3D::UScene::deleteAnimationSet"></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::UScene::deleteAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>animationSet</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>
+Delete a AnimationSet. NB: actually, this animation set is internally deleted only when no more <a class="el" href="classNL3D_1_1UPlayList.html">UPlayList</a> use it.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_1" doxytag="NL3D::UScene::deleteCamera"></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::UScene::deleteCamera </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>cam</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>
+Delete a camera.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z83_2" doxytag="NL3D::UScene::deleteCLodShapeBank"></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::UScene::deleteCLodShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bankId</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>
+delete a Shape Bank. No-op if bad id.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z785_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_14" doxytag="NL3D::UScene::deleteCloudScape"></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::UScene::deleteCloudScape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UCloudScape.html">UCloudScape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>cs</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>
+delete a landscape.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_15">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_4" doxytag="NL3D::UScene::deleteInstance"></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::UScene::deleteInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>inst</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>
+Delete an instance via his pointer.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_12" doxytag="NL3D::UScene::deleteLandscape"></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::UScene::deleteLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ULandscape.html">ULandscape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>land</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>
+delete a landscape.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_13">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_4" doxytag="NL3D::UScene::deletePlayListManager"></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::UScene::deletePlayListManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UPlayListManager.html">UPlayListManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>playListManager</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>
+Delete a PlayListManager.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_17" doxytag="NL3D::UScene::deletePointLight"></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::UScene::deletePointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UPointLight.html">UPointLight</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>light</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>
+Delete a dynamic PointLight.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_18">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_10" doxytag="NL3D::UScene::deleteSkeleton"></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::UScene::deleteSkeleton </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>skel</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>
+Delete a skeleton instance via his pointer.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_11">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_8" doxytag="NL3D::UScene::deleteTransform"></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::UScene::deleteTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tr</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>
+Delete a dummy object.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_9">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z77_1" doxytag="NL3D::UScene::deleteVisualCollisionManager"></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::UScene::deleteVisualCollisionManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UVisualCollisionManager.html">UVisualCollisionManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mgr</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_1CSceneUser.html#z779_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_0" doxytag="NL3D::UScene::enableLightingSystem"></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::UScene::enableLightingSystem </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>
+Enable Scene Lighting system.
+<p>
+For backward compatibility, false by default. If false, all objects will take last driver 's light setup
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_6" doxytag="NL3D::UScene::getAmbientGlobal"></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="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UScene::getAmbientGlobal </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>
+get the global Ambient used for the scene. Default to (50, 50, 50).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z74_1" doxytag="NL3D::UScene::getCam"></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_1UCamera.html">UCamera</a>* NL3D::UScene::getCam </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>
+Get the current camera.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z775_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z83_4" doxytag="NL3D::UScene::getCLodAnimIdByName"></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#a10">sint32</a> NL3D::UScene::getCLodAnimIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>shapeId</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>name</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> 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 a AnimId of a shape by its name.
+<p>
+-1 if not found.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z785_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z83_3" doxytag="NL3D::UScene::getCLodShapeIdByName"></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#a10">sint32</a> NL3D::UScene::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>&nbsp; <em>name</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 a shapeId by its name.
+<p>
+-1 if not found.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z785_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z79_3" doxytag="NL3D::UScene::getCoarseMeshLightingUpdate"></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#a7">uint8</a> NL3D::UScene::getCoarseMeshLightingUpdate </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_1UScene.html#z79_2">setCoarseMeshLightingUpdate</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z781_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z82_3" doxytag="NL3D::UScene::getGlobalWindDirection"></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 const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&amp; NL3D::UScene::getGlobalWindDirection </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>
+get the current windDirection.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z784_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z82_1" doxytag="NL3D::UScene::getGlobalWindPower"></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::UScene::getGlobalWindPower </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>
+get the current windPower.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z784_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_5" doxytag="NL3D::UScene::getGroupLoadMaxPolygon"></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::UScene::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>&nbsp; <em>group</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>
+Get the number of faces wanted for a LoadBlancingGroup.
+<p>
+The Group is created if did not exist.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_6" doxytag="NL3D::UScene::getGroupNbFaceAsked"></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::UScene::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>&nbsp; <em>group</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 last face count asked from the instances before reduction.
+<p>
+only for the given group return 0 if the Group does not exist.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z81_1" doxytag="NL3D::UScene::getLayersRenderingOrder"></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::UScene::getLayersRenderingOrder </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_1CSceneUser.html#z782_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_14" doxytag="NL3D::UScene::getLightTransitionThreshold"></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::UScene::getLightTransitionThreshold </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_1UScene.html#z80_14">getLightTransitionThreshold</a>().</dl>
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_14">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_12" doxytag="NL3D::UScene::getMaxLightContribution"></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::UScene::getMaxLightContribution </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_1UScene.html#z80_11">setMaxLightContribution</a>().</dl>
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_12">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_8" doxytag="NL3D::UScene::getMaxSkeletonsInNotCLodForm"></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::UScene::getMaxSkeletonsInNotCLodForm </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_1UScene.html#z78_7">setMaxSkeletonsInNotCLodForm</a>().
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_3" doxytag="NL3D::UScene::getNbFaceAsked"></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::UScene::getNbFaceAsked </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>
+Get the last face count asked from the instances before reduction.
+<p>
+It gets the sum of All groups.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_2" doxytag="NL3D::UScene::getPolygonBalancingMode"></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_1UScene.html#z78_0">TPolygonBalancingMode</a> NL3D::UScene::getPolygonBalancingMode </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>
+Get the PolygonBalancingMode.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_7" doxytag="NL3D::UScene::getSunAmbient"></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="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UScene::getSunAmbient </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>
+get the Ambient of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_8" doxytag="NL3D::UScene::getSunDiffuse"></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="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UScene::getSunDiffuse </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>
+get the Diffuse of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_8">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_10" doxytag="NL3D::UScene::getSunDirection"></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="classNLMISC_1_1CVector.html">NLMISC::CVector</a> NL3D::UScene::getSunDirection </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>
+get the Direction of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_10">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_9" doxytag="NL3D::UScene::getSunSpecular"></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="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> NL3D::UScene::getSunSpecular </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>
+get the Specular of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_9">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z74_3" doxytag="NL3D::UScene::getViewport"></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_1CViewport.html">CViewport</a> NL3D::UScene::getViewport </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>
+Get the current Viewport.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z775_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z83_1" doxytag="NL3D::UScene::loadCLodShapeBank"></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#a11">uint32</a> NL3D::UScene::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>&nbsp; <em>fileName</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>
+Load a Shape Bank.
+<p>
+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><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. CPath::lookup is used. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+id of the shape Bank. </dl>
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z785_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z73_0" doxytag="NL3D::UScene::render"></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::UScene::render </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>
+Render the scene from the CurrentCamera view (<a class="el" href="classNL3D_1_1UScene.html#z74_0">setCam</a>()), and the current Viewport.
+<p>
+nlError if no current camera. NB: no Driver clear buffers (color or ZBuffer) are done.... <br>
+ NB: The <a class="el" href="classNL3D_1_1UDriver.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="classNL3D_1_1UDriver.html">UDriver</a> Light setup (see <a class="el" href="classNL3D_1_1UDriver.html#z18_0">UDriver::setLight</a>() / <a class="el" href="classNL3D_1_1UDriver.html#z18_2">UDriver::setAmbientColor</a>()) is modified. At the exit of <a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a>(), all <a class="el" href="classNL3D_1_1UDriver.html">UDriver</a> lights are disabled.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z774_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z83_0" doxytag="NL3D::UScene::resetCLodManager"></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::UScene::resetCLodManager </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>
+reset the manager.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z785_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_1" doxytag="NL3D::UScene::setAmbientGlobal"></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::UScene::setAmbientGlobal </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ambient</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>
+set the global Ambient used for the scene. Default to (50, 50, 50).
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z76_5" doxytag="NL3D::UScene::setAutomaticAnimationSet"></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::UScene::setAutomaticAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>as</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>
+Set the automatic animation set used by the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z778_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z74_0" doxytag="NL3D::UScene::setCam"></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::UScene::setCam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>cam</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>
+Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="classNL3D_1_1UScene.html">UScene</a>.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z775_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z79_2" doxytag="NL3D::UScene::setCoarseMeshLightingUpdate"></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::UScene::setCoarseMeshLightingUpdate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>period</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>
+Each coarseMesh lighting will be updated every "period" frame.
+<p>
+clamped to 1,255
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z781_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z79_1" doxytag="NL3D::UScene::setDynamicCoarseMeshManagerTexture"></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::UScene::setDynamicCoarseMeshManagerTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>sPath</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>
+Set the dynamic coarse meshes's common texture.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z781_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z82_2" doxytag="NL3D::UScene::setGlobalWindDirection"></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::UScene::setGlobalWindDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>gwd</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>
+Set the current windDirection for all the scene. dir.z set to 0 and vector normalized.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z784_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z82_0" doxytag="NL3D::UScene::setGlobalWindPower"></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::UScene::setGlobalWindPower </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>gwp</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>
+Set the current windPower for all the scene. 0-1.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z784_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_4" doxytag="NL3D::UScene::setGroupLoadMaxPolygon"></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::UScene::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>&nbsp; <em>group</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nFaces</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>
+Set the number of faces wanted for a LoadBlancingGroup.
+<p>
+The Group is created if did not exist.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z81_0" doxytag="NL3D::UScene::setLayersRenderingOrder"></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::UScene::setLayersRenderingOrder </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>directOrder</em> = true </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>
+Set the order or rendering of layers containing transparent objects.
+<p>
+In real case, with direct order, we have:<ul>
+<li>Underwater is rendered.<li>Water is rendered.<li>Objects above water are rendered. </ul>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z782_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_13" doxytag="NL3D::UScene::setLightTransitionThreshold"></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::UScene::setLightTransitionThreshold </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>lightTransitionThreshold</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>
+Advanced.
+<p>
+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>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_13">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_11" doxytag="NL3D::UScene::setMaxLightContribution"></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::UScene::setMaxLightContribution </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>nlights</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>
+setup the max number of point light that can influence a model.
+<p>
+NB: clamped by NL3D_MAX_LIGHT_CONTRIBUTION Default is 3. NB: the sun contribution is not taken into account
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_11">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_7" doxytag="NL3D::UScene::setMaxSkeletonsInNotCLodForm"></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::UScene::setMaxSkeletonsInNotCLodForm </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>m</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>
+LoadBalancing for CLod and Skeletons.
+<p>
+Setup the max number of skeletons displayed in <a class="el" href="namespacestd.html">std</a> way (ie not CLod). Default is 20.
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z78_1" doxytag="NL3D::UScene::setPolygonBalancingMode"></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::UScene::setPolygonBalancingMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UScene.html#z78_0">TPolygonBalancingMode</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>polBalMode</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>
+Set the PolygonBalancingMode.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z780_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z79_0" doxytag="NL3D::UScene::setStaticCoarseMeshManagerTexture"></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::UScene::setStaticCoarseMeshManagerTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>sPath</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>
+Set the static coarse meshes's common texture.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z781_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_2" doxytag="NL3D::UScene::setSunAmbient"></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::UScene::setSunAmbient </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ambient</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>
+set the Ambient of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_3" doxytag="NL3D::UScene::setSunDiffuse"></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::UScene::setSunDiffuse </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>diffuse</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>
+set the Diffuse of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_5" doxytag="NL3D::UScene::setSunDirection"></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::UScene::setSunDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>direction</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>
+set the Direction of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z80_4" doxytag="NL3D::UScene::setSunSpecular"></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::UScene::setSunSpecular </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>specular</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>
+set the Specular of the Sun used for the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z783_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_15" doxytag="NL3D::UScene::setToGlobalInstanceGroup"></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::UScene::setToGlobalInstanceGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pIGU</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>
+Assign the Instance Group to the root cluster.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_16">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z74_2" doxytag="NL3D::UScene::setViewport"></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::UScene::setViewport </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const class <a class="el" href="classNL3D_1_1CViewport.html">CViewport</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>viewport</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>
+Set the current Viewport.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z775_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z75_6" doxytag="NL3D::UScene::stopCreatingAndAddingIG"></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::UScene::stopCreatingAndAddingIG </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1UInstanceGroup.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pIG</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>
+Stop loading and adding an ig to the scene.
+<p>
+
+<p>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z776_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a name="z73_1" doxytag="NL3D::UScene::updateWaitingInstances"></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::UScene::updateWaitingInstances </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">double&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>systemTimeEllapsed</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>
+Update waiting instances and igs that are loaded asynchronously NB: this is called by <a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a>().
+<p>
+<dl compact><dt><b>
+Parameters: </b><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>
+Implemented in <a class="el" href="classNL3D_1_1CSceneUser.html#z774_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="u__scene_8h-source.html">u_scene.h</a></ul>
+
+
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