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+<a class="qindex" href="index.html">Main Page</a> &nbsp; <a class="qindex" href="namespaces.html">Namespace List</a> &nbsp; <a class="qindex" href="hierarchy.html">Class Hierarchy</a> &nbsp; <a class="qindex" href="classes.html">Alphabetical List</a> &nbsp; <a class="qindex" href="annotated.html">Compound List</a> &nbsp; <a class="qindex" href="files.html">File List</a> &nbsp; <a class="qindex" href="namespacemembers.html">Namespace Members</a> &nbsp; <a class="qindex" href="functions.html">Compound Members</a> &nbsp; <a class="qindex" href="globals.html">File Members</a> &nbsp; <a class="qindex" href="pages.html">Related Pages</a> &nbsp; <a class="qindexRef" doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> &nbsp; </center>
+<hr><h1>NL3D::CLodCharacterManager Class Reference</h1>A Manager used to display CLodCharacter instances.
+<a href="#_details">More...</a>
+<p>
+<code>#include &lt;<a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>&gt;</code>
+<p>
+<a href="classNL3D_1_1CLodCharacterManager-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>render process</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_0">deleteVertexBuffer</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_1">_ManagerMatrixPos</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_2">_Material</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_3">_CurrentVertexId</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_4">_MaxNumVertices</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_5">_VBuffer</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt; <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_6">_Driver</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt; <a class="el" href="classNL3D_1_1IVertexBufferHard.html">IVertexBufferHard</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_7">_VBHard</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_8">_VBHardOk</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_9">_VertexData</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_10">_VertexSize</a></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_11">_Rendering</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_12">_CurrentTriId</a></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_13">_Triangles</a></td></tr>
+<tr><td nowrap align=right valign=top>CMatrix&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z534_14">_LightCorrectionMatrix</a></td></tr>
+<tr><td colspan=2><br><h2>Instance texturing.</h2></td></tr>
+<tr><td nowrap align=right valign=top>CRGBA *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z535_0">getTextureInstance</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance)</td></tr>
+<tr><td nowrap align=right valign=top>CSmartPtr&lt; <a class="el" href="classNL3D_1_1CTextureBlank.html">CTextureBlank</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z535_1">_BigTexture</a></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="memory__common_8h.html#a15">uint</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z535_2">_FreeIds</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLodCharacterTmpBitmap.html">CLodCharacterTmpBitmap</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z535_3">_TmpBitmaps</a> [256]</td></tr>
+<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#a0">CLodCharacterManager</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Constructor.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#a1">~CLodCharacterManager</a> ()</td></tr>
+<tr><td colspan="2"><div class="groupHeader">build process</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_0">reset</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>reset the manager.</em> <a href="#z531_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_1">createShapeBank</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>create a Shape Bank.</em> <a href="#z531_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_2">getShapeBank</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> bankId) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get a shape Bank. UseFull for serialisation for example. return NULL if not found.</em> <a href="#z531_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_3">getShapeBank</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> bankId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get a shape Bank. UseFull for serialisation for example. return NULL if not found.</em> <a href="#z531_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_4">deleteShapeBank</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> bankId)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>delete a Shape Bank. No-op if bad id.</em> <a href="#z531_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a10">sint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_5">getShapeIdByName</a> (const std::string &amp;name) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a shapeId by its name.</em> <a href="#z531_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> *&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_6">getShape</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> shapeId) const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found.</em> <a href="#z531_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_7">compile</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>re-compile the shape map.</em> <a href="#z531_7">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">render process</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_0">setMaxVertex</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> maxVertex)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>set the max number of vertices the manager can render in one time.</em> <a href="#z532_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_1">getMaxVertex</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>see <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_0">setMaxVertex</a>().</em> <a href="#z532_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_2">beginRender</a> (<a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *driver, const CVector &amp;managerPos)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Start the rendering process, freeing VBuffer.</em> <a href="#z532_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_3">addRenderCharacterKey</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance, const CMatrix &amp;worldMatrix, CRGBA ambient, CRGBA diffuse, const CVector &amp;lightDir)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Add an instance to the render list.</em> <a href="#z532_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_4">endRender</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>compile the rendering process, effectively rendering into driver the lods.</em> <a href="#z532_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a> () const</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>tells if we are beetween a <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_2">beginRender</a>() and a <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_4">endRender</a>().</em> <a href="#z532_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_6">setupNormalCorrectionMatrix</a> (const CMatrix &amp;normalMatrix)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Setup a correction matrix for Lighting.</em> <a href="#z532_6">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan="2"><div class="groupHeader">Instance texturing.</div></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_0">initInstance</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated.</em> <a href="#z533_0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_1">releaseInstance</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Release a lod instance. Free texture space.</em> <a href="#z533_1">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_2">startTextureCompute</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available.</em> <a href="#z533_2">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLodCharacterTmpBitmap.html">CLodCharacterTmpBitmap</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_3">getTmpBitmap</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> <a class="el" href="driver__opengl__extension__def_8h.html#a356">id</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it.</em> <a href="#z533_3">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_4">addTextureCompute</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance, const <a class="el" href="classNL3D_1_1CLodCharacterTexture.html">CLodCharacterTexture</a> &amp;lodTexture)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>add a texture from an instance. Texture Lookup are made in _TmpBitmaps.</em> <a href="#z533_4">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_5">endTextureCompute</a> (<a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;instance, <a class="el" href="memory__common_8h.html#a15">uint</a> numBmpToReset)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset.</em> <a href="#z533_5">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Private Types</h2></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::map&lt; std::string,<br>
+ <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#u0">TStrIdMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Map name To Id.</em> <a href="#u0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef TStrIdMap::iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#u1">ItStrIdMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TStrIdMap::const_iterator&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#u2">CstItStrIdMap</a></td></tr>
+<tr><td colspan=2><br><h2>Private Attributes</h2></td></tr>
+<tr><td nowrap align=right valign=top>std::vector&lt; <a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#o0">_ShapeBankArray</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Array of shapeBank.</em> <a href="#o0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLodCharacterManager.html#u0">TStrIdMap</a>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html#o1">_ShapeMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Map of shape id.</em> <a href="#o1">More...</a><em></em></font><br><br></td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+A Manager used to display CLodCharacter instances.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2002 </dl>
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00106">106</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.<hr><h2>Member Typedef Documentation</h2>
+<a name="u2" doxytag="NL3D::CLodCharacterManager::CstItStrIdMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TStrIdMap::const_iterator NL3D::CLodCharacterManager::CstItStrIdMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00236">236</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00189">getShapeIdByName</a>. </td>
+ </tr>
+</table>
+<a name="u1" doxytag="NL3D::CLodCharacterManager::ItStrIdMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef TStrIdMap::iterator NL3D::CLodCharacterManager::ItStrIdMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00235">235</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00217">compile</a>. </td>
+ </tr>
+</table>
+<a name="u0" doxytag="NL3D::CLodCharacterManager::TStrIdMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> typedef std::map&lt;std::string, <a class="el" href="memory__common_8h.html#a11">uint32</a>&gt; NL3D::CLodCharacterManager::TStrIdMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Map name To Id.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00234">234</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>. </td>
+ </tr>
+</table>
+<hr><h2>Constructor &amp; Destructor Documentation</h2>
+<a name="a0" doxytag="NL3D::CLodCharacterManager::CLodCharacterManager"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLodCharacterManager::CLodCharacterManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Constructor.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00068">68</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00282">_BigTexture</a>, <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00284">_FreeIds</a>, <a class="el" href="lod__character__manager_8h-source.html#l00271">_LightCorrectionMatrix</a>, <a class="el" href="lod__character__manager_8h-source.html#l00254">_Material</a>, <a class="el" href="lod__character__manager_8h-source.html#l00257">_MaxNumVertices</a>, <a class="el" href="lod__character__manager_8h-source.html#l00264">_Rendering</a>, <a class="el" href="lod__character__manager_8h-source.html#l00258">_VBuffer</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00061">NL3D_CLOD_BIGTEXT_HEIGHT</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00054">NL3D_CLOD_COLOR_OFF</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00053">NL3D_CLOD_UV_OFF</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00051">NL3D_CLOD_VERTEX_FORMAT</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, and <a class="el" href="common_8h-source.html#l00071">NLMISC::Pi</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::CLodCharacterManager::~CLodCharacterManager"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> NL3D::CLodCharacterManager::~CLodCharacterManager </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></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="lod__character__manager_8cpp-source.html#l00114">114</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8cpp-source.html#l00120">reset</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Function Documentation</h2>
+<a name="z532_3" doxytag="NL3D::CLodCharacterManager::addRenderCharacterKey"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::addRenderCharacterKey </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>instance</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CMatrix &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>worldMatrix</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ambient</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuse</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lightDir</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Add an instance to the render list.
+<p>
+nlassert if not <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>() <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z533_0">initInstance</a>() must have been called before (nlassert) <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>instance</em>&nbsp;</td><td>
+the lod instance information (with precomputed color/Uvs) </td></tr>
+<tr><td valign=top><em>worldMatrix</em>&nbsp;</td><td>
+is the world matrix, used to display the mesh </td></tr>
+<tr><td valign=top><em>ambient</em>&nbsp;</td><td>
+is the ambient used to simulate the lighting on the lod. </td></tr>
+<tr><td valign=top><em>diffuse</em>&nbsp;</td><td>
+is the diffuse used to simulate the lighting on the lod. </td></tr>
+<tr><td valign=top><em>lightDir</em>&nbsp;</td><td>
+is the diffuse used to simulate the lighting on the lod (should be the bigger light influence) Don't need to be normalized (must do it internally) </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+false if the key can't be added to this pass BECAUSE OF TOO MANY VERTICES reason. If the shapeId or animId are bad id, it return true!! You may call <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_4">endRender</a>(), then restart a block. Or you may just stop the process if you want. </dl>
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00384">384</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00267">_CurrentTriId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00256">_CurrentVertexId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00271">_LightCorrectionMatrix</a>, <a class="el" href="lod__character__manager_8h-source.html#l00251">_ManagerMatrixPos</a>, <a class="el" href="lod__character__manager_8h-source.html#l00257">_MaxNumVertices</a>, <a class="el" href="lod__character__manager_8h-source.html#l00268">_Triangles</a>, <a class="el" href="lod__character__manager_8h-source.html#l00262">_VertexData</a>, <a class="el" href="lod__character__manager_8h-source.html#l00263">_VertexSize</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01372">a00</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01378">a01</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01384">a02</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01373">a10</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01374">a20</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00370">NL3D::computeLodLighting</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00199">getShape</a>, <a class="el" href="hierarchical__timer_8h-source.html#l00062">H_AUTO_USE</a>, <a class="el" href="lod__character__manager_8h-source.html#l00198">isRendering</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00054">NL3D_CLOD_COLOR_OFF</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00053">NL3D_CLOD_UV_OFF</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00052">NL3D_CLOD_VERTEX_SIZE</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z533_4" doxytag="NL3D::CLodCharacterManager::addTextureCompute"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::addTextureCompute </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>instance</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNL3D_1_1CLodCharacterTexture.html">CLodCharacterTexture</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lodTexture</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+add a texture from an instance. Texture Lookup are made in _TmpBitmaps.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00779">779</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00287">_TmpBitmaps</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00739">getTextureInstance</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="lod__character__texture_8h-source.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="lod__character__texture_8h-source.html#l00041">NL3D_CLOD_TEXT_SIZE</a>, <a class="el" href="lod__character__texture_8h-source.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="debug_8h-source.html#l00254">nlassert</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>. </td>
+ </tr>
+</table>
+<a name="z532_2" doxytag="NL3D::CLodCharacterManager::beginRender"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::beginRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>driver</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>managerPos</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Start the rendering process, freeing VBuffer.
+<p>
+nlassert if <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>() NB: VBhard is locked here, so you must call endRender to unlock him (even if 0 meshes are rendered)<dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>managerPos</em>&nbsp;</td><td>
+is to help ZBuffer Precision (see <a class="el" href="classNL3D_1_1IDriver.html#a25">IDriver::setupViewMatrixEx</a>). This vector is removed from all instance worldMatrixes, and a <a class="el" href="classNL3D_1_1IDriver.html#a26">IDriver::setupModelMatrix</a>() will be done with this position. Hence, whatever value you give, the result will be the same. But if you give a value near the camera position, ZBuffer precision will be enhanced. </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00295">295</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00267">_CurrentTriId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00256">_CurrentVertexId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00251">_ManagerMatrixPos</a>, <a class="el" href="lod__character__manager_8h-source.html#l00257">_MaxNumVertices</a>, <a class="el" href="lod__character__manager_8h-source.html#l00264">_Rendering</a>, <a class="el" href="lod__character__manager_8h-source.html#l00268">_Triangles</a>, <a class="el" href="lod__character__manager_8h-source.html#l00260">_VBHard</a>, <a class="el" href="lod__character__manager_8h-source.html#l00261">_VBHardOk</a>, <a class="el" href="lod__character__manager_8h-source.html#l00258">_VBuffer</a>, <a class="el" href="lod__character__manager_8h-source.html#l00262">_VertexData</a>, <a class="el" href="lod__character__manager_8h-source.html#l00263">_VertexSize</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00273">deleteVertexBuffer</a>, <a class="el" href="hierarchical__timer_8h-source.html#l00062">H_AUTO_USE</a>, <a class="el" href="lod__character__manager_8h-source.html#l00198">isRendering</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00052">NL3D_CLOD_VERTEX_SIZE</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z531_7" doxytag="NL3D::CLodCharacterManager::compile"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::compile </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+re-compile the shape map.
+<p>
+This must be called after changing shape bank list. It return false if same names have been found, but it is still correctly builded.
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00217">217</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>, <a class="el" href="lod__character__manager_8h-source.html#l00245">_ShapeMap</a>, <a class="el" href="common_8h-source.html#l00177">NLMISC::contReset</a>, <a class="el" href="lod__character__manager_8h-source.html#l00235">ItStrIdMap</a>, and <a class="el" href="debug_8h-source.html#l00114">nlwarning</a>. </td>
+ </tr>
+</table>
+<a name="z531_1" doxytag="NL3D::CLodCharacterManager::createShapeBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::CLodCharacterManager::createShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+create a Shape Bank.
+<p>
+NB: a vector of ShapeBank is maintained internally, hence, not so many shapeBank should be created at same Time. <dl compact><dt><b>
+Returns: </b><dd>
+id of the shape Bank. </dl>
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00139">139</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>. </td>
+ </tr>
+</table>
+<a name="z531_4" doxytag="NL3D::CLodCharacterManager::deleteShapeBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::deleteShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bankId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></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>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00176">176</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>. </td>
+ </tr>
+</table>
+<a name="z534_0" doxytag="NL3D::CLodCharacterManager::deleteVertexBuffer"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::deleteVertexBuffer </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</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="lod__character__manager_8cpp-source.html#l00273">273</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00260">_VBHard</a>, <a class="el" href="lod__character__manager_8h-source.html#l00258">_VBuffer</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00120">reset</a>. </td>
+ </tr>
+</table>
+<a name="z532_4" doxytag="NL3D::CLodCharacterManager::endRender"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::endRender </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+compile the rendering process, effectively rendering into driver the lods.
+<p>
+nlassert if not <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>(). The VBHard is unlocked here.
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00562">562</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00267">_CurrentTriId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00256">_CurrentVertexId</a>, <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00251">_ManagerMatrixPos</a>, <a class="el" href="lod__character__manager_8h-source.html#l00254">_Material</a>, <a class="el" href="lod__character__manager_8h-source.html#l00264">_Rendering</a>, <a class="el" href="lod__character__manager_8h-source.html#l00268">_Triangles</a>, <a class="el" href="lod__character__manager_8h-source.html#l00260">_VBHard</a>, <a class="el" href="lod__character__manager_8h-source.html#l00258">_VBuffer</a>, <a class="el" href="hierarchical__timer_8h-source.html#l00062">H_AUTO_USE</a>, <a class="el" href="lod__character__manager_8h-source.html#l00198">isRendering</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z533_5" doxytag="NL3D::CLodCharacterManager::endTextureCompute"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::endTextureCompute </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>instance</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numBmpToReset</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+end and compile. reset/free memory of _TmpBitmaps up to numBmpToReset.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00816">816</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00282">_BigTexture</a>, <a class="el" href="lod__character__manager_8h-source.html#l00287">_TmpBitmaps</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00739">getTextureInstance</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00064">NL3D_CLOD_DEFAULT_TEXCOLOR</a>, <a class="el" href="lod__character__texture_8h-source.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="lod__character__texture_8h-source.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>. </td>
+ </tr>
+</table>
+<a name="z532_1" doxytag="NL3D::CLodCharacterManager::getMaxVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a11">uint32</a> NL3D::CLodCharacterManager::getMaxVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+see <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_0">setMaxVertex</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00162">162</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00257">_MaxNumVertices</a>. </td>
+ </tr>
+</table>
+<a name="z531_6" doxytag="NL3D::CLodCharacterManager::getShape"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> * NL3D::CLodCharacterManager::getShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>shapeId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a const ref on a shape. Ptr not valid if shape Banks are modfied. NULL if not found.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00199">199</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8cpp-source.html#l00158">getShapeBank</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00668">initInstance</a>. </td>
+ </tr>
+</table>
+<a name="z531_3" doxytag="NL3D::CLodCharacterManager::getShapeBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a> * NL3D::CLodCharacterManager::getShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bankId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get a shape Bank. UseFull for serialisation for example. return NULL if not found.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00167">167</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>. </td>
+ </tr>
+</table>
+<a name="z531_2" doxytag="NL3D::CLodCharacterManager::getShapeBank"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> const <a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a> * NL3D::CLodCharacterManager::getShapeBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>bankId</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get a shape Bank. UseFull for serialisation for example. return NULL if not found.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00158">158</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00199">getShape</a>. </td>
+ </tr>
+</table>
+<a name="z531_5" doxytag="NL3D::CLodCharacterManager::getShapeIdByName"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a10">sint32</a> NL3D::CLodCharacterManager::getShapeIdByName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::string &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>name</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const</td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Get a shapeId by its name.
+<p>
+-1 if not found. Call valid only if <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z531_7">compile</a>() has been correctly called
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00189">189</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00245">_ShapeMap</a>, and <a class="el" href="lod__character__manager_8h-source.html#l00236">CstItStrIdMap</a>. </td>
+ </tr>
+</table>
+<a name="z535_0" doxytag="NL3D::CLodCharacterManager::getTextureInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CRGBA * NL3D::CLodCharacterManager::getTextureInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>instance</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [private]</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="lod__character__manager_8cpp-source.html#l00739">739</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00282">_BigTexture</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="lod__character__texture_8h-source.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, <a class="el" href="lod__character__texture_8h-source.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00779">addTextureCompute</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00816">endTextureCompute</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00758">startTextureCompute</a>. </td>
+ </tr>
+</table>
+<a name="z533_3" doxytag="NL3D::CLodCharacterManager::getTmpBitmap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLodCharacterTmpBitmap.html">CLodCharacterTmpBitmap</a>&amp; NL3D::CLodCharacterManager::getTmpBitmap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>id</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+get a tmp bitmap for a special slot. caller can fill RGBA texture for the associated material Id in it.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00222">222</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00287">_TmpBitmaps</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00218">id</a>. </td>
+ </tr>
+</table>
+<a name="z533_0" doxytag="NL3D::CLodCharacterManager::initInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::initInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>instance</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Init the instance texturing with this manager. A texture space is reserved (if possible), and UVs are generated.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00668">668</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00284">_FreeIds</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00199">getShape</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00058">NL3D_CLOD_TEXT_NLOD_HEIGHT</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00057">NL3D_CLOD_TEXT_NLOD_WIDTH</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z532_5" doxytag="NL3D::CLodCharacterManager::isRendering"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::isRendering </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap> const<code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+tells if we are beetween a <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_2">beginRender</a>() and a <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_4">endRender</a>().
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00198">198</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00264">_Rendering</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00265">setMaxVertex</a>. </td>
+ </tr>
+</table>
+<a name="z533_1" doxytag="NL3D::CLodCharacterManager::releaseInstance"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::releaseInstance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>instance</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Release a lod instance. Free texture space.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00721">721</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00284">_FreeIds</a>, <a class="el" href="common_8h-source.html#l00177">NLMISC::contReset</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00059">NL3D_CLOD_TEXT_NUM_IDS</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z531_0" doxytag="NL3D::CLodCharacterManager::reset"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::reset </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+reset the manager.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00120">120</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00259">_Driver</a>, <a class="el" href="lod__character__manager_8h-source.html#l00242">_ShapeBankArray</a>, <a class="el" href="lod__character__manager_8h-source.html#l00245">_ShapeMap</a>, <a class="el" href="common_8h-source.html#l00177">NLMISC::contReset</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00273">deleteVertexBuffer</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00114">~CLodCharacterManager</a>. </td>
+ </tr>
+</table>
+<a name="z532_0" doxytag="NL3D::CLodCharacterManager::setMaxVertex"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::setMaxVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>maxVertex</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+set the max number of vertices the manager can render in one time.
+<p>
+Default is 3000 vertices. nlassert if <a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_5">isRendering</a>()
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00265">265</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00257">_MaxNumVertices</a>, <a class="el" href="lod__character__manager_8h-source.html#l00198">isRendering</a>, and <a class="el" href="debug_8h-source.html#l00254">nlassert</a>. </td>
+ </tr>
+</table>
+<a name="z532_6" doxytag="NL3D::CLodCharacterManager::setupNormalCorrectionMatrix"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> void NL3D::CLodCharacterManager::setupNormalCorrectionMatrix </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CMatrix &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>normalMatrix</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Setup a correction matrix for Lighting.
+<p>
+Normals are multiplied with this matrix before lighting. This is important in Ryzom because models (and so Lods) are building with eye looking in Y&lt;0. But they are animated with eye looking in X&gt;0. The default setup is hence a matrix wich do a RotZ+=90. <dl compact><dt><b>
+See also: </b><dd>
+<a class="el" href="classNL3D_1_1CLodCharacterManager.html#z532_3">addRenderCharacterKey</a> </dl>
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00600">600</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8h-source.html#l00271">_LightCorrectionMatrix</a>. </td>
+ </tr>
+</table>
+<a name="z533_2" doxytag="NL3D::CLodCharacterManager::startTextureCompute"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::startTextureCompute </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">CLodCharacterInstance</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>instance</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+reset the textureSpace. Instance must have been inited (nlassert). return false if no more texture space available.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8cpp-source.html#l00758">758</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+References <a class="el" href="lod__character__manager_8cpp-source.html#l00739">getTextureInstance</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00060">NL3D_CLOD_BIGTEXT_WIDTH</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00064">NL3D_CLOD_DEFAULT_TEXCOLOR</a>, <a class="el" href="lod__character__texture_8h-source.html#l00040">NL3D_CLOD_TEXT_HEIGHT</a>, <a class="el" href="lod__character__texture_8h-source.html#l00039">NL3D_CLOD_TEXT_WIDTH</a>, <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">x</a>, and <a class="el" href="driver__opengl__extension__def_8h-source.html#l00233">y</a>. </td>
+ </tr>
+</table>
+<hr><h2>Member Data Documentation</h2>
+<a name="z535_1" doxytag="NL3D::CLodCharacterManager::_BigTexture"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CSmartPtr&lt;<a class="el" href="classNL3D_1_1CTextureBlank.html">CTextureBlank</a>&gt; NL3D::CLodCharacterManager::_BigTexture<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00282">282</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00816">endTextureCompute</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00739">getTextureInstance</a>. </td>
+ </tr>
+</table>
+<a name="z534_12" doxytag="NL3D::CLodCharacterManager::_CurrentTriId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLodCharacterManager::_CurrentTriId<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00267">267</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_3" doxytag="NL3D::CLodCharacterManager::_CurrentVertexId"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLodCharacterManager::_CurrentVertexId<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00256">256</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_6" doxytag="NL3D::CLodCharacterManager::_Driver"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt;<a class="el" href="classNL3D_1_1IDriver.html">IDriver</a>&gt; NL3D::CLodCharacterManager::_Driver<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00259">259</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00273">deleteVertexBuffer</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00120">reset</a>. </td>
+ </tr>
+</table>
+<a name="z535_2" doxytag="NL3D::CLodCharacterManager::_FreeIds"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="memory__common_8h.html#a15">uint</a>&gt; NL3D::CLodCharacterManager::_FreeIds<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00284">284</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00668">initInstance</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00721">releaseInstance</a>. </td>
+ </tr>
+</table>
+<a name="z534_14" doxytag="NL3D::CLodCharacterManager::_LightCorrectionMatrix"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CMatrix NL3D::CLodCharacterManager::_LightCorrectionMatrix<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00271">271</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00600">setupNormalCorrectionMatrix</a>. </td>
+ </tr>
+</table>
+<a name="z534_1" doxytag="NL3D::CLodCharacterManager::_ManagerMatrixPos"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> CVector NL3D::CLodCharacterManager::_ManagerMatrixPos<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00251">251</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_2" doxytag="NL3D::CLodCharacterManager::_Material"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> NL3D::CLodCharacterManager::_Material<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00254">254</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_4" doxytag="NL3D::CLodCharacterManager::_MaxNumVertices"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLodCharacterManager::_MaxNumVertices<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00257">257</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8h-source.html#l00162">getMaxVertex</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00265">setMaxVertex</a>. </td>
+ </tr>
+</table>
+<a name="z534_11" doxytag="NL3D::CLodCharacterManager::_Rendering"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::_Rendering<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00264">264</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>, and <a class="el" href="lod__character__manager_8h-source.html#l00198">isRendering</a>. </td>
+ </tr>
+</table>
+<a name="o0" doxytag="NL3D::CLodCharacterManager::_ShapeBankArray"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">CLodCharacterShapeBank</a>*&gt; NL3D::CLodCharacterManager::_ShapeBankArray<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Array of shapeBank.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00242">242</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00217">compile</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00139">createShapeBank</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00176">deleteShapeBank</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00158">getShapeBank</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00120">reset</a>. </td>
+ </tr>
+</table>
+<a name="o1" doxytag="NL3D::CLodCharacterManager::_ShapeMap"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLodCharacterManager.html#u0">TStrIdMap</a> NL3D::CLodCharacterManager::_ShapeMap<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Map of shape id.
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00245">245</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00217">compile</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00189">getShapeIdByName</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00120">reset</a>. </td>
+ </tr>
+</table>
+<a name="z535_3" doxytag="NL3D::CLodCharacterManager::_TmpBitmaps"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CLodCharacterTmpBitmap.html">CLodCharacterTmpBitmap</a> NL3D::CLodCharacterManager::_TmpBitmaps[256]<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00287">287</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00779">addTextureCompute</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00816">endTextureCompute</a>, and <a class="el" href="lod__character__manager_8h-source.html#l00222">getTmpBitmap</a>. </td>
+ </tr>
+</table>
+<a name="z534_13" doxytag="NL3D::CLodCharacterManager::_Triangles"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> std::vector&lt;<a class="el" href="memory__common_8h.html#a11">uint32</a>&gt; NL3D::CLodCharacterManager::_Triangles<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00268">268</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_7" doxytag="NL3D::CLodCharacterManager::_VBHard"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRefPtr.html">NLMISC::CRefPtr</a>&lt;<a class="el" href="classNL3D_1_1IVertexBufferHard.html">IVertexBufferHard</a>&gt; NL3D::CLodCharacterManager::_VBHard<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00260">260</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00273">deleteVertexBuffer</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_8" doxytag="NL3D::CLodCharacterManager::_VBHardOk"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> bool NL3D::CLodCharacterManager::_VBHardOk<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00261">261</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_5" doxytag="NL3D::CLodCharacterManager::_VBuffer"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> NL3D::CLodCharacterManager::_VBuffer<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00258">258</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00068">CLodCharacterManager</a>, <a class="el" href="lod__character__manager_8cpp-source.html#l00273">deleteVertexBuffer</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00562">endRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_9" doxytag="NL3D::CLodCharacterManager::_VertexData"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a7">uint8</a>* NL3D::CLodCharacterManager::_VertexData<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00262">262</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>. </td>
+ </tr>
+</table>
+<a name="z534_10" doxytag="NL3D::CLodCharacterManager::_VertexSize"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="memory__common_8h.html#a15">uint</a> NL3D::CLodCharacterManager::_VertexSize<code> [private]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Definition at line <a class="el" href="lod__character__manager_8h-source.html#l00263">263</a> of file <a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">addRenderCharacterKey</a>, and <a class="el" href="lod__character__manager_8cpp-source.html#l00295">beginRender</a>. </td>
+ </tr>
+</table>
+<hr>The documentation for this class was generated from the following files:<ul>
+<li><a class="el" href="lod__character__manager_8h-source.html">lod_character_manager.h</a><li><a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a></ul>
+
+
+<!-- footer -->
+<BR><FONT Size=+5>&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; </FONT>
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