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+<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
+<html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1">
+<title>NeL: NL3D::UScene class Reference</title>
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+</head><body>
+<!-- Generated by Doxygen 1.3.6 -->
+<div class="qindex"> <form class="search" action="search.php" method="get">
+<a class="qindex" href="main.html">Main&nbsp;Page</a> | <a class="qindex" href="namespaces.html">Namespace List</a> | <a class="qindex" href="hierarchy.html">Class&nbsp;Hierarchy</a> | <a class="qindex" href="classes.html">Alphabetical&nbsp;List</a> | <a class="qindex" href="annotated.html">Data&nbsp;Structures</a> | <a class="qindex" href="files.html">File&nbsp;List</a> | <a class="qindex" href="namespacemembers.html">Namespace&nbsp;Members</a> | <a class="qindex" href="functions.html">Data&nbsp;Fields</a> | <a class="qindex" href="globals.html">Globals</a> | <a class="qindex" href="pages.html">Related&nbsp;Pages</a> | <span class="search"><u>S</u>earch&nbsp;for&nbsp;<input class="search" type="text" name="query" value="" size="20" accesskey="s"/></span></form></div>
+<h1>NL3D::UScene Class Reference</h1><code>#include &lt;<a class="el" href="a06625.html">u_scene.h</a>&gt;</code>
+<p>
+<p>Inheritance diagram for NL3D::UScene:
+<p><center><img src="a03351.png" usemap="#NL3D::UScene_map" border="0" alt=""></center>
+<map name="NL3D::UScene_map">
+<area href="a03350.html" alt="NL3D::CSceneUser" shape="rect" coords="0,56,121,80">
+</map>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+Game Interface for Scene. A <a class="el" href="a03351.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="a03351.html#NL3D_1_1UScenez1522_1">getCam()</a>.<p>
+<dl compact><dt><b>Author:</b></dt><dd>Lionel Berenguier <p>
+Nevrax France </dd></dl>
+<dl compact><dt><b>Date:</b></dt><dd>2001 </dd></dl>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="a06625.html#l00090">90</a> of file <a class="el" href="a06625.html">u_scene.h</a>.<table border=0 cellpadding=0 cellspacing=0>
+<tr><td></td></tr>
+<tr><td colspan=2><br><h2>LoadBalancing mgt.</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a> { <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew19">PolygonBalancingOff</a> = 0,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew20">PolygonBalancingOn</a>,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew18">PolygonBalancingClamp</a>,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew0">CountPolygonBalancing</a>
+ }</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_1">getGroupLoadMaxPolygon</a> (const std::string &amp;group)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_2">getGroupNbFaceAsked</a> (const std::string &amp;group) const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_3">getMaxSkeletonsInNotCLodForm</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see <a class="el" href="a03351.html#NL3D_1_1UScenez1530_7">setMaxSkeletonsInNotCLodForm()</a> <a href="#NL3D_1_1UScenez1530_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_4">getNbFaceAsked</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_5">getPolygonBalancingMode</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the PolygonBalancingMode. <a href="#NL3D_1_1UScenez1530_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_6">setGroupLoadMaxPolygon</a> (const std::string &amp;group, <a class="el" href="a04558.html#a15">uint</a> nFaces)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_7">setMaxSkeletonsInNotCLodForm</a> (<a class="el" href="a04558.html#a15">uint</a> m)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1530_8">setPolygonBalancingMode</a> (<a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a> polBalMode)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the PolygonBalancingMode. <a href="#NL3D_1_1UScenez1530_8"></a><br><br></td></tr>
+<tr><td colspan=2><br><h2>Profiling and Render Filtering</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>enum &nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a> { <br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew7">FilterLandscape</a> = 0x00000001,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew17">FilterWater</a> = 0x00000002,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew12">FilterMeshNoVP</a> = 0x00000004,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew13">FilterMeshVP</a> = 0x00000008,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew10">FilterMeshMRMNoVP</a> = 0x00000010,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew11">FilterMeshMRMVP</a> = 0x00000020,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew8">FilterMeshLodNoVP</a> = 0x00000040,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew9">FilterMeshLodVP</a> = 0x00000080,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew16">FilterSkeleton</a> = 0x00000100,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew15">FilterSegRemanence</a> = 0x00000200,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew14">FilterPS</a> = 0x00000400,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew5">FilterFlare</a> = 0x00000800,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew4">FilterCoarseMesh</a> = 0x00001000,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew2">FilterAllMeshNoVP</a> = FilterMeshNoVP + FilterMeshMRMNoVP + FilterMeshLodNoVP,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew3">FilterAllMeshVP</a> = FilterMeshVP + FilterMeshMRMVP + FilterMeshLodVP,
+<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew1">FilterAllMesh</a> = FilterAllMeshNoVP+FilterAllMeshVP,
+<br>
+&nbsp;&nbsp;<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew6">FilterFX</a> = FilterSegRemanence + FilterPS + FilterFlare
+<br>
+ }</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_1">enableElementRender</a> (<a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a> elt, bool state)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_2">getProfileResults</a> (<a class="el" href="a03942.html">CBenchResults</a> &amp;results)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get The result of the profiling. <a href="#NL3D_1_1UScenez1544_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_3">profileNextRender</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Profiling for the next <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">render()</a>. Reset All stats. <a href="#NL3D_1_1UScenez1544_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1544_4">profileQuadGridClipManager</a> ()=0</td></tr>
+
+<tr><td colspan=2><br><h2>Public Types</h2></td></tr>
+<tr><td colspan=2><br><h2>Public Member Functions</h2></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenea0">getWaterCallback</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenea1">setWaterCallback</a> (<a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *wcb)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Render</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1520_0">animate</a> (<a class="el" href="a05363.html#a367">TGlobalAnimationTime</a> time)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">render</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1520_2">updateWaitingInstances</a> (double systemTimeEllapsed)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Animation gestion.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_0">createAnimationSet</a> (const std::string &amp;animationSetFile)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a new AnimationSet, load it from a file. Use CPath to search the animation set. exception EPathNotFound if not found. <a href="#NL3D_1_1UScenez1526_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_1">createAnimationSet</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create an empty AnimationSet. <a href="#NL3D_1_1UScenez1526_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03936.html">UPlayListManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_2">createPlayListManager</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a new PlayListManager. <a href="#NL3D_1_1UScenez1526_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_3">deleteAnimationSet</a> (<a class="el" href="a02212.html">UAnimationSet</a> *animationSet)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a AnimationSet. NB: actually, this animation set is internally deleted only when no more <a class="el" href="a03089.html">UPlayList</a> use it. <a href="#NL3D_1_1UScenez1526_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_4">deletePlayListManager</a> (<a class="el" href="a03936.html">UPlayListManager</a> *playListManager)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a PlayListManager. <a href="#NL3D_1_1UScenez1526_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1526_5">setAutomaticAnimationSet</a> (<a class="el" href="a02212.html">UAnimationSet</a> *as)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Component Mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02322.html">UCamera</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_0">createCamera</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a camera. Usefull for this scene only. <a href="#NL3D_1_1UScenez1524_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03923.html">UCloudScape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_1">createCloudScape</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :). <a href="#NL3D_1_1UScenez1524_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03047.html">UInstance</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_2">createInstance</a> (const std::string &amp;shapeName)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_3">createInstanceAsync</a> (const std::string &amp;shapeName, <a class="el" href="a03047.html">UInstance</a> **ppInstance, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;position, <a class="el" href="a04558.html#a15">uint</a> selectedTexture)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_4">createInstanceGroupAndAddToSceneAsync</a> (const std::string &amp;instanceGroup, <a class="el" href="a02674.html">UInstanceGroup</a> **pIG, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;pos, const <a class="el" href="a03296.html">NLMISC::CQuat</a> &amp;rot, <a class="el" href="a04558.html#a15">uint</a> selectedTexture, <a class="el" href="a03837.html">IAsyncLoadCallback</a> *pCB=NULL)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03931.html">ULandscape</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_5">createLandscape</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a landscape. There could be many Landscape per Scene (Driver? :). But never tested :). <a href="#NL3D_1_1UScenez1524_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03937.html">UPointLight</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_6">createPointLight</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Create a dynamic PointLight. Usefull for this scene only. <a href="#NL3D_1_1UScenez1524_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03945.html">USkeleton</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_7">createSkeleton</a> (const std::string &amp;shapeName)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02321.html">UTransform</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_8">createTransform</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_9">deleteCamera</a> (<a class="el" href="a02322.html">UCamera</a> *cam)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a camera. <a href="#NL3D_1_1UScenez1524_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_10">deleteCloudScape</a> (<a class="el" href="a03923.html">UCloudScape</a> *cs)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a landscape. <a href="#NL3D_1_1UScenez1524_10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_11">deleteInstance</a> (<a class="el" href="a03047.html">UInstance</a> *inst)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_12">deleteInstanceGroup</a> (<a class="el" href="a02674.html">UInstanceGroup</a> *pIG)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_13">deleteLandscape</a> (<a class="el" href="a03931.html">ULandscape</a> *land)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a landscape. <a href="#NL3D_1_1UScenez1524_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_14">deletePointLight</a> (<a class="el" href="a03937.html">UPointLight</a> *light)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Delete a dynamic PointLight. <a href="#NL3D_1_1UScenez1524_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_15">deleteSkeleton</a> (<a class="el" href="a03945.html">USkeleton</a> *skel)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_16">deleteTransform</a> (<a class="el" href="a02321.html">UTransform</a> *tr)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_17">setToGlobalInstanceGroup</a> (<a class="el" href="a02674.html">UInstanceGroup</a> *pIGU)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1524_18">stopCreatingAndAddingIG</a> (<a class="el" href="a02674.html">UInstanceGroup</a> **pIG)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Visual Collision manager.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03954.html">UVisualCollisionManager</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1528_0">createVisualCollisionManager</a> ()=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1528_1">deleteVisualCollisionManager</a> (<a class="el" href="a03954.html">UVisualCollisionManager</a> *mgr)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">CLod / Character Lod mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1540_0">deleteCLodShapeBank</a> (<a class="el" href="a04558.html#a11">uint32</a> bankId)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">delete a Shape Bank. No-op if bad id. <a href="#NL3D_1_1UScenez1540_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1540_1">getCLodAnimIdByName</a> (<a class="el" href="a04558.html#a11">uint32</a> shapeId, const std::string &amp;name) const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a10">sint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1540_2">getCLodShapeIdByName</a> (const std::string &amp;name) const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1540_3">loadCLodShapeBank</a> (const std::string &amp;fileName)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1540_4">resetCLodManager</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">reset the manager. <a href="#NL3D_1_1UScenez1540_4"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Global light setup.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_0">enableLightingSystem</a> (bool enable)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_1">getAmbientGlobal</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1UScenez1534_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_2">getLightTransitionThreshold</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><a class="el" href="a03351.html#NL3D_1_1UScenez1534_2">getLightTransitionThreshold()</a> <a href="#NL3D_1_1UScenez1534_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_3">getMaxLightContribution</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight"><a class="el" href="a03351.html#NL3D_1_1UScenez1534_11">setMaxLightContribution()</a> <a href="#NL3D_1_1UScenez1534_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_4">getSunAmbient</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Ambient of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_5">getSunDiffuse</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03128.html">NLMISC::CVector</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_6">getSunDirection</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Direction of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_7">getSunSpecular</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the Specular of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_8">setAmbientGlobal</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the global Ambient used for the scene. Default to (50, 50, 50). <a href="#NL3D_1_1UScenez1534_8"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_9">setLightGroupColor</a> (<a class="el" href="a04558.html#a15">uint</a> lightmapGroup, <a class="el" href="a03337.html">NLMISC::CRGBA</a> color)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the color of a light group. <a href="#NL3D_1_1UScenez1534_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_10">setLightTransitionThreshold</a> (float lightTransitionThreshold)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_11">setMaxLightContribution</a> (<a class="el" href="a04558.html#a15">uint</a> nlights)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_12">setSunAmbient</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> ambient)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Ambient of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_13">setSunDiffuse</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> diffuse)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Diffuse of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_14">setSunDirection</a> (const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;direction)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Direction of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1534_15">setSunSpecular</a> (<a class="el" href="a03337.html">NLMISC::CRGBA</a> specular)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the Specular of the Sun used for the scene. <a href="#NL3D_1_1UScenez1534_15"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">ShadowMapping Options</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_0">enableShadowPolySmooth</a> (bool enable)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1UScenez1546_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_1">getEnableShadowPolySmooth</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get Enable Polygon Smoothing flag <a href="#NL3D_1_1UScenez1546_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_2">getShadowMapBlurSize</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the size of the blur (&lt;=3 means number of fakeBlur). <a href="#NL3D_1_1UScenez1546_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_3">getShadowMapDistFadeEnd</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1UScenez1546_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_4">getShadowMapDistFadeStart</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1UScenez1546_4"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_5">getShadowMapMaxCasterAround</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1UScenez1546_5"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_6">getShadowMapMaxCasterInScreen</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Enable Polygon Smoothing. <a href="#NL3D_1_1UScenez1546_6"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_7">getShadowMapMaxDepth</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers <a href="#NL3D_1_1UScenez1546_7"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_8">getShadowMapTextureSize</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">return the current base ShadowMap TextureSize. Default is 64 texels. <a href="#NL3D_1_1UScenez1546_8"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_9">setShadowMapBlurSize</a> (<a class="el" href="a04558.html#a15">uint</a> bs)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the size of the blur (&lt;=3 means number of fakeBlur). <a href="#NL3D_1_1UScenez1546_9"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_10">setShadowMapDistFadeEnd</a> (float dist)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap Distance Fade end (50 default). <a href="#NL3D_1_1UScenez1546_10"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_11">setShadowMapDistFadeStart</a> (float dist)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap Distance Fade Start (40 default). <a href="#NL3D_1_1UScenez1546_11"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_12">setShadowMapMaxCasterAround</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap max Caster Around (optimize memory). <a href="#NL3D_1_1UScenez1546_12"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_13">setShadowMapMaxCasterInScreen</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a653">num</a>)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">ShadowMap max Caster In Screen (optimize CPU/GPU). <a href="#NL3D_1_1UScenez1546_13"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_14">setShadowMapMaxDepth</a> (float <a class="el" href="a04223.html#a634">depth</a>)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">set the ShadowMap Extent <a href="#NL3D_1_1UScenez1546_14"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1546_15">setShadowMapTextureSize</a> (<a class="el" href="a04558.html#a15">uint</a> <a class="el" href="a04223.html#a587">size</a>)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">must be a power of 2. <a href="#NL3D_1_1UScenez1546_15"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Camera/Viewport.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1522_0">findCameraClusterSystemFromRay</a> (<a class="el" href="a02322.html">UCamera</a> *cam, <a class="el" href="a02674.html">UInstanceGroup</a> *startClusterSystem, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;startPos, const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;endPos)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a02322.html">UCamera</a> *&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1522_1">getCam</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current camera. <a href="#NL3D_1_1UScenez1522_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a03704.html">CViewport</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1522_2">getViewport</a> ()=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Get the current Viewport. <a href="#NL3D_1_1UScenez1522_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1522_3">setCam</a> (<a class="el" href="a02322.html">UCamera</a> *cam)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current camera for this scene. nlError if NULL, or if the camera was not created by this <a class="el" href="a03351.html">UScene</a>. <a href="#NL3D_1_1UScenez1522_3"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1522_4">setViewport</a> (const class <a class="el" href="a03704.html">CViewport</a> &amp;viewport)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current Viewport. <a href="#NL3D_1_1UScenez1522_4"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Coarse meshes mgt.</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1532_0">getCoarseMeshLightingUpdate</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">see <a class="el" href="a03351.html#NL3D_1_1UScenez1532_1">setCoarseMeshLightingUpdate()</a> <a href="#NL3D_1_1UScenez1532_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1532_1">setCoarseMeshLightingUpdate</a> (<a class="el" href="a04558.html#a7">uint8</a> period)=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1532_2">setCoarseMeshManagerTexture</a> (const char *sPath)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Flare contexts</div></td></tr>
+<tr><td colspan="2"><div class="groupText">The flare objects are designed to work with a single scene, because they simulate 'retinian persistence' based on the visibility in the current scene. Several context allow to deals with a flare rendered from several points of views. There's a limited number of contexts <br><br></div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1542_0">getFlareContext</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual <a class="el" href="a04558.html#a15">uint</a>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1542_1">getNumFlareContexts</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1542_2">setFlareContext</a> (<a class="el" href="a04558.html#a15">uint</a> context)=0</td></tr>
+
+<tr><td colspan="2"><div class="groupHeader">Weather mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1538_0">getGlobalWindDirection</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the current windDirection <a href="#NL3D_1_1UScenez1538_0"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual float&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1538_1">getGlobalWindPower</a> () const=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">get the current windPower <a href="#NL3D_1_1UScenez1538_1"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1538_2">setGlobalWindDirection</a> (const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;gwd)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current windDirection for all the scene. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized. <a href="#NL3D_1_1UScenez1538_2"></a><br><br></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1538_3">setGlobalWindPower</a> (float gwp)=0</td></tr>
+
+<tr><td class="mdescLeft">&nbsp;</td><td class="mdescRight">Set the current windPower for all the scene. 0-1. <a href="#NL3D_1_1UScenez1538_3"></a><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">transparent Layers mgt</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual bool&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1536_0">getLayersRenderingOrder</a> () const=0</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual void&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1536_1">setLayersRenderingOrder</a> (bool directOrder=true)=0</td></tr>
+
+<tr><td colspan=2><br><h2>Protected Member Functions</h2></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
+<tr><td class="memItemLeft" nowrap align=right valign=top>&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1518_0">UScene</a> ()</td></tr>
+
+<tr><td class="memItemLeft" nowrap align=right valign=top>virtual&nbsp;</td><td class="memItemRight" valign=bottom><a class="el" href="a03351.html#NL3D_1_1UScenez1518_1">~UScene</a> ()</td></tr>
+
+</table>
+<hr><h2>Member Enumeration Documentation</h2>
+<a class="anchor" name="NL3D_1_1UScenez1530_0" doxytag="NL3D::UScene::TPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">NL3D::UScene::TPolygonBalancingMode</a>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The mode of polygon balancing. NB: this apply to All LoadBalancingGroups, but the "Default" group which is always considered as PolygonBalancingOff PolygonBalancingOff =&gt; Models will be rendered with the number of faces they want to render. PolygonBalancingOn =&gt; Models will be rendered with the number of faces the LoadBalancing want. PolygonBalancingClamp =&gt; Same as PolygonBalancingOn, but factor &lt;= 1, ie models won't be rendered with more face they want to render.<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew19" doxytag="PolygonBalancingOff" ></a>PolygonBalancingOff</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew20" doxytag="PolygonBalancingOn" ></a>PolygonBalancingOn</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew18" doxytag="PolygonBalancingClamp" ></a>PolygonBalancingClamp</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1530_0NL3D_1_1UScenew0" doxytag="CountPolygonBalancing" ></a>CountPolygonBalancing</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06625.html#l00271">271</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00271 {<a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew19">PolygonBalancingOff</a>=0, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew20">PolygonBalancingOn</a>, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew18">PolygonBalancingClamp</a>, <a class="code" href="a03351.html#NL3D_1_1UScenez1530_0NL3D_1_1UScenew0">CountPolygonBalancing</a> };
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_0" doxytag="NL3D::UScene::TRenderFilter" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum <a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">NL3D::UScene::TRenderFilter</a>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<dl compact><dt><b>Enumeration values: </b></dt><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew7" doxytag="FilterLandscape" ></a>FilterLandscape</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew17" doxytag="FilterWater" ></a>FilterWater</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew12" doxytag="FilterMeshNoVP" ></a>FilterMeshNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew13" doxytag="FilterMeshVP" ></a>FilterMeshVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew10" doxytag="FilterMeshMRMNoVP" ></a>FilterMeshMRMNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew11" doxytag="FilterMeshMRMVP" ></a>FilterMeshMRMVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew8" doxytag="FilterMeshLodNoVP" ></a>FilterMeshLodNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew9" doxytag="FilterMeshLodVP" ></a>FilterMeshLodVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew16" doxytag="FilterSkeleton" ></a>FilterSkeleton</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew15" doxytag="FilterSegRemanence" ></a>FilterSegRemanence</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew14" doxytag="FilterPS" ></a>FilterPS</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew5" doxytag="FilterFlare" ></a>FilterFlare</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew4" doxytag="FilterCoarseMesh" ></a>FilterCoarseMesh</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew2" doxytag="FilterAllMeshNoVP" ></a>FilterAllMeshNoVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew3" doxytag="FilterAllMeshVP" ></a>FilterAllMeshVP</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew1" doxytag="FilterAllMesh" ></a>FilterAllMesh</em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a class="anchor" name="NL3D_1_1UScenez1544_0NL3D_1_1UScenew6" doxytag="FilterFX" ></a>FilterFX</em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="a06625.html#l00459">459</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00460 {
+00461 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew7">FilterLandscape</a>= 0x00000001,
+00462 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew17">FilterWater</a>= 0x00000002,
+00463 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew12">FilterMeshNoVP</a>= 0x00000004,
+00464 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew13">FilterMeshVP</a>= 0x00000008,
+00465 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew10">FilterMeshMRMNoVP</a>= 0x00000010,
+00466 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew11">FilterMeshMRMVP</a>= 0x00000020,
+00467 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew8">FilterMeshLodNoVP</a>= 0x00000040,
+00468 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew9">FilterMeshLodVP</a>= 0x00000080,
+00469 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew16">FilterSkeleton</a>= 0x00000100, <span class="comment">// For skins, and also for sticked objects.</span>
+00470 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew15">FilterSegRemanence</a>= 0x00000200,
+00471 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew14">FilterPS</a>= 0x00000400,
+00472 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew5">FilterFlare</a>= 0x00000800,
+00473 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew4">FilterCoarseMesh</a>= 0x00001000, <span class="comment">// Disable render of CoarseMesh (but not management through Meshs!)</span>
+00474
+00475 <span class="comment">// Combos:</span>
+00476 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew2">FilterAllMeshNoVP</a>= FilterMeshNoVP + FilterMeshMRMNoVP + FilterMeshLodNoVP,
+00477 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew3">FilterAllMeshVP</a>= FilterMeshVP + FilterMeshMRMVP + FilterMeshLodVP,
+00478 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew1">FilterAllMesh</a>= FilterAllMeshNoVP+FilterAllMeshVP,
+00479 <a class="code" href="a03351.html#NL3D_1_1UScenez1544_0NL3D_1_1UScenew6">FilterFX</a>= FilterSegRemanence + FilterPS + FilterFlare,
+00480 };
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a class="anchor" name="NL3D_1_1UScenez1518_0" doxytag="NL3D::UScene::UScene" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::UScene::UScene </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a06625.html#l00096">96</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00096 {}
+</pre></div> </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1518_1" doxytag="NL3D::UScene::~UScene" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual NL3D::UScene::~<a class="el" href="a03351.html">UScene</a> </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a06625.html#l00097">97</a> of file <a class="el" href="a06625.html">u_scene.h</a>.
+<p>
+<div class="fragment"><pre>00097 {}
+</pre></div> </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a class="anchor" name="NL3D_1_1UScenez1520_0" doxytag="NL3D::UScene::animate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::animate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a05363.html#a367">TGlobalAnimationTime</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>time</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_0" doxytag="NL3D::UScene::createAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02212.html">UAnimationSet</a>* NL3D::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> <em>animationSetFile</em> </td>
+ <td class="md" valign="top">&nbsp;)&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="a03350.html#NL3D_1_1CSceneUserz860_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_1" doxytag="NL3D::UScene::createAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02212.html">UAnimationSet</a>* NL3D::UScene::createAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz860_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_0" doxytag="NL3D::UScene::createCamera" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02322.html">UCamera</a>* NL3D::UScene::createCamera </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+A Uscene is a factory of Instance/Landscape/Lights etc...
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_1" doxytag="NL3D::UScene::createCloudScape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03923.html">UCloudScape</a>* NL3D::UScene::createCloudScape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_2" doxytag="NL3D::UScene::createInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03047.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> <em>shapeName</em> </td>
+ <td class="md" valign="top">&nbsp;)&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". 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="a03350.html#NL3D_1_1CSceneUserz856_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_3" doxytag="NL3D::UScene::createInstanceAsync" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>shapeName</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03047.html">UInstance</a> **&nbsp;</td>
+ <td class="mdname" nowrap> <em>ppInstance</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>position</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>selectedTexture</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [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. You must poll to know if the instance if created by calling <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">render()</a>
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_4" doxytag="NL3D::UScene::createInstanceGroupAndAddToSceneAsync" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>instanceGroup</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02674.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname" nowrap> <em>pIG</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03296.html">NLMISC::CQuat</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>rot</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>selectedTexture</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03837.html">IAsyncLoadCallback</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>pCB</em> = NULL</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [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. 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="a03350.html#NL3D_1_1CSceneUserz856_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_5" doxytag="NL3D::UScene::createLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03931.html">ULandscape</a>* NL3D::UScene::createLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_2" doxytag="NL3D::UScene::createPlayListManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03936.html">UPlayListManager</a>* NL3D::UScene::createPlayListManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz860_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_6" doxytag="NL3D::UScene::createPointLight" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03937.html">UPointLight</a>* NL3D::UScene::createPointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_7" doxytag="NL3D::UScene::createSkeleton" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03945.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> <em>shapeName</em> </td>
+ <td class="md" valign="top">&nbsp;)&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". 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="a03350.html#NL3D_1_1CSceneUserz856_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_8" doxytag="NL3D::UScene::createTransform" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02321.html">UTransform</a>* NL3D::UScene::createTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_8">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1528_0" doxytag="NL3D::UScene::createVisualCollisionManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03954.html">UVisualCollisionManager</a>* NL3D::UScene::createVisualCollisionManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz862_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_3" doxytag="NL3D::UScene::deleteAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>animationSet</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03089.html">UPlayList</a> use it.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_9" doxytag="NL3D::UScene::deleteCamera" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteCamera </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cam</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_9">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1540_0" doxytag="NL3D::UScene::deleteCLodShapeBank" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteCLodShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bankId</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz874_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_10" doxytag="NL3D::UScene::deleteCloudScape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteCloudScape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03923.html">UCloudScape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cs</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_10">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_11" doxytag="NL3D::UScene::deleteInstance" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03047.html">UInstance</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>inst</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_11">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_12" doxytag="NL3D::UScene::deleteInstanceGroup" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteInstanceGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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 group
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_12">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_13" doxytag="NL3D::UScene::deleteLandscape" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteLandscape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03931.html">ULandscape</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>land</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_13">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_4" doxytag="NL3D::UScene::deletePlayListManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deletePlayListManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03936.html">UPlayListManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>playListManager</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz860_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_14" doxytag="NL3D::UScene::deletePointLight" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deletePointLight </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03937.html">UPointLight</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>light</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz856_14">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_15" doxytag="NL3D::UScene::deleteSkeleton" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteSkeleton </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03945.html">USkeleton</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>skel</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_15">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_16" doxytag="NL3D::UScene::deleteTransform" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteTransform </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02321.html">UTransform</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>tr</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_16">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1528_1" doxytag="NL3D::UScene::deleteVisualCollisionManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::deleteVisualCollisionManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03954.html">UVisualCollisionManager</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>mgr</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz862_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_1" doxytag="NL3D::UScene::enableElementRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::enableElementRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03351.html#NL3D_1_1UScenez1544_0">TRenderFilter</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>elt</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap> <em>state</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable or disable some Models to be rendered (for profile). Default is ALL enabled NB: filtering is made at clip pass. Hence, much of the render processing is skipped (animDetail, light, lod, render)
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_0" doxytag="NL3D::UScene::enableLightingSystem" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>enable</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. For backward compatibility, false by default. If false, all objects will take last driver 's light setup
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_0" doxytag="NL3D::UScene::enableShadowPolySmooth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::enableShadowPolySmooth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>enable</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1522_0" doxytag="NL3D::UScene::findCameraClusterSystemFromRay" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::findCameraClusterSystemFromRay </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>cam</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname" nowrap> <em>startClusterSystem</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>startPos</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>endPos</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Special For Camera Third person. Traverse the ClusterSystem with a Ray (clip through portals, cluster system hierarchy...), to find where could lies the camera at End point. As result, a camera-&gt;setClusterSystem() is done with the found cluster system
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_1" doxytag="NL3D::UScene::getAmbientGlobal" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::UScene::getAmbientGlobal </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz870_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1522_1" doxytag="NL3D::UScene::getCam" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a02322.html">UCamera</a>* NL3D::UScene::getCam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz854_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1540_1" doxytag="NL3D::UScene::getCLodAnimIdByName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.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="a04558.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>shapeId</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap> <em>name</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"> const<code> [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. -1 if not found.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1540_2" doxytag="NL3D::UScene::getCLodShapeIdByName" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.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> <em>name</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. -1 if not found.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1532_0" doxytag="NL3D::UScene::getCoarseMeshLightingUpdate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a7">uint8</a> NL3D::UScene::getCoarseMeshLightingUpdate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03351.html#NL3D_1_1UScenez1532_1">setCoarseMeshLightingUpdate()</a>
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_1" doxytag="NL3D::UScene::getEnableShadowPolySmooth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UScene::getEnableShadowPolySmooth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get Enable Polygon Smoothing flag
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1542_0" doxytag="NL3D::UScene::getFlareContext" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getFlareContext </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz878_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1538_0" doxytag="NL3D::UScene::getGlobalWindDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual const <a class="el" href="a03128.html">NLMISC::CVector</a>&amp; NL3D::UScene::getGlobalWindDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz872_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1538_1" doxytag="NL3D::UScene::getGlobalWindPower" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getGlobalWindPower </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz872_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_1" doxytag="NL3D::UScene::getGroupLoadMaxPolygon" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.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> <em>group</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. The Group is created if did not exist.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_2" doxytag="NL3D::UScene::getGroupNbFaceAsked" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>group</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. only for the given group return 0 if the Group does not exist.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1536_0" doxytag="NL3D::UScene::getLayersRenderingOrder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual bool NL3D::UScene::getLayersRenderingOrder </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz868_0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_2" doxytag="NL3D::UScene::getLightTransitionThreshold" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getLightTransitionThreshold </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="a03351.html#NL3D_1_1UScenez1534_2">getLightTransitionThreshold()</a>
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_3" doxytag="NL3D::UScene::getMaxLightContribution" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getMaxLightContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="a03351.html#NL3D_1_1UScenez1534_11">setMaxLightContribution()</a>
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_3" doxytag="NL3D::UScene::getMaxSkeletonsInNotCLodForm" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getMaxSkeletonsInNotCLodForm </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03351.html#NL3D_1_1UScenez1530_7">setMaxSkeletonsInNotCLodForm()</a>
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_4" doxytag="NL3D::UScene::getNbFaceAsked" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getNbFaceAsked </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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. It gets the sum of All groups.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1542_1" doxytag="NL3D::UScene::getNumFlareContexts" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getNumFlareContexts </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz878_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_5" doxytag="NL3D::UScene::getPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a> NL3D::UScene::getPolygonBalancingMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz864_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_2" doxytag="NL3D::UScene::getProfileResults" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::getProfileResults </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03942.html">CBenchResults</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>results</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get The result of the profiling.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_2" doxytag="NL3D::UScene::getShadowMapBlurSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getShadowMapBlurSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get the size of the blur (&lt;=3 means number of fakeBlur).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_3" doxytag="NL3D::UScene::getShadowMapDistFadeEnd" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getShadowMapDistFadeEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_4" doxytag="NL3D::UScene::getShadowMapDistFadeStart" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getShadowMapDistFadeStart </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_5" doxytag="NL3D::UScene::getShadowMapMaxCasterAround" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getShadowMapMaxCasterAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_6" doxytag="NL3D::UScene::getShadowMapMaxCasterInScreen" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getShadowMapMaxCasterInScreen </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Polygon Smoothing.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_7" doxytag="NL3D::UScene::getShadowMapMaxDepth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual float NL3D::UScene::getShadowMapMaxDepth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the current ShadowMap Max Depth. This is the length in the lightDir direction where the shadow can touch receivers
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_8" doxytag="NL3D::UScene::getShadowMapTextureSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.html#a15">uint</a> NL3D::UScene::getShadowMapTextureSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+return the current base ShadowMap TextureSize. Default is 64 texels.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_8">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_4" doxytag="NL3D::UScene::getSunAmbient" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::UScene::getSunAmbient </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz870_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_5" doxytag="NL3D::UScene::getSunDiffuse" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::UScene::getSunDiffuse </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz870_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_6" doxytag="NL3D::UScene::getSunDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03128.html">NLMISC::CVector</a> NL3D::UScene::getSunDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz870_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_7" doxytag="NL3D::UScene::getSunSpecular" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03337.html">NLMISC::CRGBA</a> NL3D::UScene::getSunSpecular </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUserz870_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1522_2" doxytag="NL3D::UScene::getViewport" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03704.html">CViewport</a> NL3D::UScene::getViewport </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz854_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenea0" doxytag="NL3D::UScene::getWaterCallback" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a>* NL3D::UScene::getWaterCallback </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap> const<code> [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="a03350.html#NL3D_1_1CSceneUsera0">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1540_3" doxytag="NL3D::UScene::loadCLodShapeBank" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual <a class="el" href="a04558.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> <em>fileName</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. The ShapeMap is rebuilded. Hence slow call. NB: a vector of ShapeBank is maintained internally, hence, not so many shapeBank should be created at same Time. trhow exception if failed to load the file <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>fileName</em>&nbsp;</td><td>is a .clodbank file, to be loaded. <a class="el" href="a03072.html#NLMISC_1_1CPathe15">CPath::lookup</a> is used. </td></tr>
+ </table>
+</dl>
+<dl compact><dt><b>Returns:</b></dt><dd>id of the shape Bank.</dd></dl>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_3" doxytag="NL3D::UScene::profileNextRender" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::profileNextRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Enable Profiling for the next <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">render()</a>. Reset All stats.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1544_4" doxytag="NL3D::UScene::profileQuadGridClipManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::profileQuadGridClipManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+output (nlinfo) Stats for Usage of the QuadClip
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz876_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1520_1" doxytag="NL3D::UScene::render" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::render </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03351.html#NL3D_1_1UScenez1522_3">setCam()</a>), and the current Viewport. nlError if no current camera. NB: no Driver clear buffers (color or ZBuffer) are done.... <br>
+ NB: The <a class="el" href="a02438.html">UDriver</a> Matrix/Viewport context for 2D/3D interface is restored after this render. NB: nlerror if the current camera has been deleted. NB: the <a class="el" href="a02438.html">UDriver</a> Light setup (see <a class="el" href="a02438.html#NL3D_1_1UDriverz1402_2">UDriver::setLight()</a> / <a class="el" href="a02438.html#NL3D_1_1UDriverz1402_1">UDriver::setAmbientColor()</a>) is modified. At the exit of <a class="el" href="a03351.html#NL3D_1_1UScenez1520_1">render()</a>, all <a class="el" href="a02438.html">UDriver</a> lights are disabled.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1540_4" doxytag="NL3D::UScene::resetCLodManager" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::resetCLodManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+NB: for an historic reason, CLod interface is in <a class="el" href="a03351.html">UScene</a>, BUT THERE IS ONLY ONE LOD MANAGER PER UDriver!
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz874_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_8" doxytag="NL3D::UScene::setAmbientGlobal" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setAmbientGlobal </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz870_8">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1526_5" doxytag="NL3D::UScene::setAutomaticAnimationSet" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setAutomaticAnimationSet </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02212.html">UAnimationSet</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>as</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz860_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1522_3" doxytag="NL3D::UScene::setCam" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setCam </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02322.html">UCamera</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>cam</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03351.html">UScene</a>.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz854_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1532_1" doxytag="NL3D::UScene::setCoarseMeshLightingUpdate" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setCoarseMeshLightingUpdate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>period</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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. clamped to 1,255
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1532_2" doxytag="NL3D::UScene::setCoarseMeshManagerTexture" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setCoarseMeshManagerTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>sPath</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Set the coarse meshes's common texture.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz866_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1542_2" doxytag="NL3D::UScene::setFlareContext" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setFlareContext </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>context</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz878_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1538_2" doxytag="NL3D::UScene::setGlobalWindDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setGlobalWindDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>gwd</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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. <a class="el" href="a04223.html#a574">dir.z</a> set to 0 and vector normalized.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz872_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1538_3" doxytag="NL3D::UScene::setGlobalWindPower" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>gwp</em> </td>
+ <td class="md" valign="top">&nbsp;)&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="a03350.html#NL3D_1_1CSceneUserz872_3">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_6" doxytag="NL3D::UScene::setGroupLoadMaxPolygon" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>group</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>nFaces</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [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. The Group is created if did not exist.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_5">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1536_1" doxytag="NL3D::UScene::setLayersRenderingOrder" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::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> <em>directOrder</em> = true </td>
+ <td class="md" valign="top">&nbsp;)&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. In real case, with direct order, we have:<ul>
+<li>Underwater is rendered.</li><li>Water is rendered.</li><li>Objects above water are rendered.</li></ul>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz868_1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_9" doxytag="NL3D::UScene::setLightGroupColor" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setLightGroupColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>lightmapGroup</em>, </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap align="right"></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap> <em>color</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the color of a light group.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz870_9">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_10" doxytag="NL3D::UScene::setLightTransitionThreshold" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>lightTransitionThreshold</em> </td>
+ <td class="md" valign="top">&nbsp;)&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. 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="a03350.html#NL3D_1_1CSceneUserz870_10">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_11" doxytag="NL3D::UScene::setMaxLightContribution" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setMaxLightContribution </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>nlights</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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. 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="a03350.html#NL3D_1_1CSceneUserz870_11">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_7" doxytag="NL3D::UScene::setMaxSkeletonsInNotCLodForm" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setMaxSkeletonsInNotCLodForm </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>m</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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. Setup the max number of skeletons displayed in std way (ie not CLod). Default is 20.
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz864_6">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1530_8" doxytag="NL3D::UScene::setPolygonBalancingMode" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setPolygonBalancingMode </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03351.html#NL3D_1_1UScenez1530_0">TPolygonBalancingMode</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>polBalMode</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz864_7">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_9" doxytag="NL3D::UScene::setShadowMapBlurSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapBlurSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>bs</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the size of the blur (&lt;=3 means number of fakeBlur).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_9">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_10" doxytag="NL3D::UScene::setShadowMapDistFadeEnd" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapDistFadeEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>dist</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap Distance Fade end (50 default).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_10">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_11" doxytag="NL3D::UScene::setShadowMapDistFadeStart" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapDistFadeStart </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>dist</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap Distance Fade Start (40 default).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_11">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_12" doxytag="NL3D::UScene::setShadowMapMaxCasterAround" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapMaxCasterAround </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>num</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap max Caster Around (optimize memory).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_12">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_13" doxytag="NL3D::UScene::setShadowMapMaxCasterInScreen" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapMaxCasterInScreen </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>num</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ShadowMap max Caster In Screen (optimize CPU/GPU).
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_13">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_14" doxytag="NL3D::UScene::setShadowMapMaxDepth" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapMaxDepth </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>depth</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the ShadowMap Extent
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_14">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1546_15" doxytag="NL3D::UScene::setShadowMapTextureSize" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setShadowMapTextureSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a04558.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>size</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+must be a power of 2.
+<p>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz880_15">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_12" doxytag="NL3D::UScene::setSunAmbient" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setSunAmbient </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>ambient</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz870_12">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_13" doxytag="NL3D::UScene::setSunDiffuse" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setSunDiffuse </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>diffuse</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz870_13">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_14" doxytag="NL3D::UScene::setSunDirection" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setSunDirection </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="a03128.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>direction</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz870_14">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1534_15" doxytag="NL3D::UScene::setSunSpecular" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setSunSpecular </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03337.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>specular</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz870_15">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_17" doxytag="NL3D::UScene::setToGlobalInstanceGroup" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setToGlobalInstanceGroup </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIGU</em> </td>
+ <td class="md" valign="top">&nbsp;)&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>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_17">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1522_4" doxytag="NL3D::UScene::setViewport" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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="a03704.html">CViewport</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>viewport</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUserz854_4">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenea1" doxytag="NL3D::UScene::setWaterCallback" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::setWaterCallback </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a03886.html">IWaterSurfaceAddedCallback</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>wcb</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [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="a03350.html#NL3D_1_1CSceneUsera1">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1524_18" doxytag="NL3D::UScene::stopCreatingAndAddingIG" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> virtual void NL3D::UScene::stopCreatingAndAddingIG </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="a02674.html">UInstanceGroup</a> **&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap> <em>pIG</em> </td>
+ <td class="md" valign="top">&nbsp;)&nbsp;</td>
+ <td class="md" nowrap><code> [pure virtual]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+If we are adding the ig : stop loading and adding it to the scene if the ig is already added to the scene : remove it from scene
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz856_18">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<a class="anchor" name="NL3D_1_1UScenez1520_2" doxytag="NL3D::UScene::updateWaitingInstances" ></a><p>
+<table class="mdTable" width="100%" cellpadding="2" cellspacing="0">
+ <tr>
+ <td class="mdRow">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> 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> <em>systemTimeEllapsed</em> </td>
+ <td class="md" valign="top">&nbsp;)&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="a03351.html#NL3D_1_1UScenez1520_1">render()</a> <dl compact><dt><b>Parameters:</b></dt><dd>
+ <table border="0" cellspacing="2" cellpadding="0">
+ <tr><td valign=top><em>systemTimeEllapsed</em>&nbsp;</td><td>: the time between 2 calls to updateWaitingInstances, in seconds</td></tr>
+ </table>
+</dl>
+
+<p>
+Implemented in <a class="el" href="a03350.html#NL3D_1_1CSceneUserz852_2">NL3D::CSceneUser</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following file:<ul>
+<li><a class="el" href="a06625.html">u_scene.h</a></ul>
+<hr size="1"><address style="align: right;"><small>Generated on Tue Mar 16 08:49:48 2004 for NeL by
+<a href="http://www.doxygen.org/index.html">
+<img src="doxygen.png" alt="doxygen" align="middle" border=0 >
+</a>1.3.6 </small></address>
+</body>
+</html>