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HEIGHT="1" BORDER=0 ALT=""> +</td></tr></table> + + +<!-- block --> +<TABLE bgcolor="#dddddd" CELLSPACING=0 CELLPADDING=0 BORDER=0 width=100%><tr><td width=1% valign=middle><img width=6 height=14 hspace=2 vspace=2 src="http://www.nevrax.org/inc/img/reddots.gif"></TD> + <TD><B>Documentation</B></TD> + <TD ALIGN=RIGHT> </td> +</tr></table> +<!-- Generated by Doxygen 1.2.14 --> +<center> +<a class="qindex" href="index.html">Main Page</a> <a class="qindex" href="namespaces.html">Namespace List</a> <a class="qindex" href="hierarchy.html">Class Hierarchy</a> <a class="qindex" href="classes.html">Alphabetical List</a> <a class="qindex" href="annotated.html">Compound List</a> <a class="qindex" href="files.html">File List</a> <a class="qindex" href="namespacemembers.html">Namespace Members</a> <a class="qindex" href="functions.html">Compound Members</a> <a class="qindex" href="globals.html">File Members</a> <a class="qindex" href="pages.html">Related Pages</a> <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> </center> +<hr><h1>NL3D::UScene Member List</h1>This is the complete list of members for <a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a>, including all inherited members.<table> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z73_2">animate</a>(TGlobalAnimationTime time)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_0s3">CountPolygonBalancing</a> enum value</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_0">createAnimationSet</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_1">createAnimationSet</a>(const std::string &animationSetFile)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_0">createCamera</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_13">createCloudScape</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_2">createInstance</a>(const std::string &shapeName)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_3">createInstanceAsync</a>(const std::string &shapeName, UInstance **ppInstance)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_5">createInstanceGroupAndAddToSceneAsync</a>(const std::string &instanceGroup, UInstanceGroup **pIG, const NLMISC::CVector &offset)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_11">createLandscape</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_3">createPlayListManager</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_16">createPointLight</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_9">createSkeleton</a>(const std::string &shapeName)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_7">createTransform</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z77_0">createVisualCollisionManager</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_2">deleteAnimationSet</a>(UAnimationSet *animationSet)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_1">deleteCamera</a>(UCamera *cam)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z83_2">deleteCLodShapeBank</a>(uint32 bankId)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_14">deleteCloudScape</a>(UCloudScape *cs)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_4">deleteInstance</a>(UInstance *inst)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_12">deleteLandscape</a>(ULandscape *land)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_4">deletePlayListManager</a>(UPlayListManager *playListManager)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_17">deletePointLight</a>(UPointLight *light)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_10">deleteSkeleton</a>(USkeleton *skel)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_8">deleteTransform</a>(UTransform *tr)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z77_1">deleteVisualCollisionManager</a>(UVisualCollisionManager *mgr)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_0">enableLightingSystem</a>(bool enable)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_6">getAmbientGlobal</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z74_1">getCam</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z83_4">getCLodAnimIdByName</a>(uint32 shapeId, const std::string &name) const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z83_3">getCLodShapeIdByName</a>(const std::string &name) const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z79_3">getCoarseMeshLightingUpdate</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z82_3">getGlobalWindDirection</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z82_1">getGlobalWindPower</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_5">getGroupLoadMaxPolygon</a>(const std::string &group)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_6">getGroupNbFaceAsked</a>(const std::string &group) const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z81_1">getLayersRenderingOrder</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_14">getLightTransitionThreshold</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_12">getMaxLightContribution</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_8">getMaxSkeletonsInNotCLodForm</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_3">getNbFaceAsked</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_2">getPolygonBalancingMode</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_7">getSunAmbient</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_8">getSunDiffuse</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_10">getSunDirection</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_9">getSunSpecular</a>() const=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z74_3">getViewport</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z83_1">loadCLodShapeBank</a>(const std::string &fileName)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_0s2">PolygonBalancingClamp</a> enum value</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_0s0">PolygonBalancingOff</a> enum value</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_0s1">PolygonBalancingOn</a> enum value</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z73_0">render</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z83_0">resetCLodManager</a>()=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_1">setAmbientGlobal</a>(NLMISC::CRGBA ambient)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z76_5">setAutomaticAnimationSet</a>(UAnimationSet *as)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z74_0">setCam</a>(UCamera *cam)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z79_2">setCoarseMeshLightingUpdate</a>(uint8 period)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z79_1">setDynamicCoarseMeshManagerTexture</a>(const char *sPath)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z82_2">setGlobalWindDirection</a>(const NLMISC::CVector &gwd)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z82_0">setGlobalWindPower</a>(float gwp)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_4">setGroupLoadMaxPolygon</a>(const std::string &group, uint nFaces)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z81_0">setLayersRenderingOrder</a>(bool directOrder=true)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_13">setLightTransitionThreshold</a>(float lightTransitionThreshold)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_11">setMaxLightContribution</a>(uint nlights)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_7">setMaxSkeletonsInNotCLodForm</a>(uint m)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_1">setPolygonBalancingMode</a>(TPolygonBalancingMode polBalMode)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z79_0">setStaticCoarseMeshManagerTexture</a>(const char *sPath)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_2">setSunAmbient</a>(NLMISC::CRGBA ambient)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_3">setSunDiffuse</a>(NLMISC::CRGBA diffuse)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_5">setSunDirection</a>(const NLMISC::CVector &direction)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z80_4">setSunSpecular</a>(NLMISC::CRGBA specular)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_15">setToGlobalInstanceGroup</a>(UInstanceGroup *pIGU)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z74_2">setViewport</a>(const class CViewport &viewport)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z75_6">stopCreatingAndAddingIG</a>(UInstanceGroup **pIG)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z78_0">TPolygonBalancingMode</a> enum name</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z73_1">updateWaitingInstances</a>(double systemTimeEllapsed)=0</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [pure virtual]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z72_0">UScene</a>()</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td><td><code> [inline, protected]</code></td></tr> + <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1UScene.html#z72_1">~UScene</a>()</td><td><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</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> |