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doxygen="_cgi:http://www.nevrax.org/cgi-bin/nel-search.cgi" href="http://www.nevrax.org/cgi-bin/nel-search.cgi">Search</a> </center> +<hr><h1>NL3D::ULandscape Member List</h1>This is the complete list of members for <a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a>, including all inherited members.<table> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_6">enableAdditive</a>(bool enable)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_0">enableVegetable</a>(bool enable)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_7">getAllZoneLoaded</a>(std::vector< std::string > &zoneLoaded) const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z50_1">getDLMGlobalVegetableColor</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z48_0">getHeightFieldDeltaZ</a>(float x, float y) const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_2">getPointLightDiffuseMaterial</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_1">getThreshold</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_5">getTileMaxSubdivision</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_3">getTileNear</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_0">getZoneName</a>(const CVector &pos)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_2">hide</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_7">isAdditiveEnabled</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_2">loadAllZonesAround</a>(const CVector &pos, float radius)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_3">loadAllZonesAround</a>(const CVector &pos, float radius, std::vector< std::string > &zonesAdded)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_1">loadBankFiles</a>(const std::string &tileBankFile, const std::string &farBankFile)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_1">loadVegetableTexture</a>(const std::string &textureFileName)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_6">refreshAllZonesAround</a>(const CVector &pos, float radius, std::vector< std::string > &zonesAdded, std::vector< std::string > &zonesRemoved)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_4">refreshZonesAround</a>(const CVector &pos, float radius)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_5">refreshZonesAround</a>(const CVector &pos, float radius, std::string &zoneAdded, std::string &zoneRemoved)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>(CRGBA gvc)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z48_1">setHeightField</a>(const CHeightMap &hf)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a>(CRGBA diffuse)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_3">setPointLightFactor</a>(const std::string &lightGroupName, NLMISC::CRGBA nFactor)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_0">setThreshold</a>(float thre)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_4">setTileMaxSubdivision</a>(uint tileDiv)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_2">setTileNear</a>(float tileNear)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_4">setUpdateLightingFrequency</a>(float freq)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_0">setupStaticLight</a>(const CRGBA &diffuse, const CRGBA &ambiant, float multiply)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_2">setupVegetableLighting</a>(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_4">setVegetableUpdateLightingFrequency</a>(float freq)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_3">setVegetableWind</a>(const CVector &windDir, float windFreq, float windPower, float windBendMin)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_0">setZonePath</a>(const std::string &zonePath)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_1">show</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z43_0">ULandscape</a>()</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [inline, protected]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z43_1">~ULandscape</a>()</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [inline, protected, virtual]</code></td></tr> +</table> + +<!-- footer --> +<BR><FONT Size=+5> </FONT> +</TD> +<TD WIDTH=15><IMG SRC=http://www.nevrax.org/inc/img/pixel.gif WIDTH=15 HEIGHT=15 BORDER=0 ALT=""></TD> +</TR> +</TABLE> +</BODY> +</HTML> |