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+ <TD><B>Documentation</B></TD>
+ <TD ALIGN=RIGHT>&nbsp;</td>
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+<!-- Generated by Doxygen 1.2.14 -->
+<center>
+<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 Namespace Reference</h1>This namespace contains all 3D class.
+<a href="#_details">More...</a>
+<p>
+<table border=0 cellpadding=0 cellspacing=0>
+<tr><td colspan=2><br><h2>Compounds</h2></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">NL3D::CAdvance1616Iterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class that manage iterator progression with a step of 16:16 in fixed point We assume that T::value_type gives the operator * return type T is the type of the iterator This iterator is READ-ONLY NOTE: this iterator is not intended to serves with STL algo, it doesn't support all the needed features, ++ and * operator are provided as syntaxic sugars..</em> <a href="structNL3D_1_1CAdvance1616Iterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CAdvance1Iterator.html">NL3D::CAdvance1Iterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class that manage iterator progression with a step of 1 We assume that T::value_type gives the operator * return type T is the type of the iterator.</em> <a href="structNL3D_1_1CAdvance1Iterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCalcLightableShapeRunnable.html">NL3D::CCalcLightableShapeRunnable</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCalcRunnable.html">NL3D::CCalcRunnable</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneTgtSmoother_1_1CVertexInfo.html">NL3D::CZoneTgtSmoother::CVertexInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneTgtSmoother_1_1CTangentId.html">NL3D::CZoneTgtSmoother::CTangentId</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneTgtSmoother_1_1CPatchId.html">NL3D::CZoneTgtSmoother::CPatchId</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneSymmetrisation_1_1CError.html">NL3D::CZoneSymmetrisation::CError</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Error structure.</em> <a href="classNL3D_1_1CZoneSymmetrisation_1_1CError.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFillStackNode.html">NL3D::CFillStackNode</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneSmoother_1_1CZoneInfo.html">NL3D::CZoneSmoother::CZoneInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLoadingTask.html">NL3D::CZoneLoadingTask</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CZoneLoadingTask.html">CZoneLoadingTask</a> implement run methode for loading a zone for TaskManager.</em> <a href="classNL3D_1_1CZoneLoadingTask.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneManager_1_1SZoneManagerWork.html">NL3D::CZoneManager::SZoneManagerWork</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Work is a removed zone or a loaded zone.</em> <a href="structNL3D_1_1CZoneManager_1_1SZoneManagerWork.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneLighter_1_1CPatchForPL.html">NL3D::CZoneLighter::CPatchForPL</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A patch with UnCompressed TileInfluences.</em> <a href="structNL3D_1_1CZoneLighter_1_1CPatchForPL.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneLighter_1_1CTileLightInfUnpack.html">NL3D::CZoneLighter::CTileLightInfUnpack</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An UnCompressed TileLightInfluence.</em> <a href="structNL3D_1_1CZoneLighter_1_1CTileLightInfUnpack.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneLighter_1_1CPredPointLightToPoint.html">NL3D::CZoneLighter::CPredPointLightToPoint</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For sort().</em> <a href="structNL3D_1_1CZoneLighter_1_1CPredPointLightToPoint.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html">NL3D::CZoneLighter::CPointLightRT</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A PointLight struct to test raytracing.</em> <a href="structNL3D_1_1CZoneLighter_1_1CPointLightRT.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneLighter_1_1CShapeInfo.html">NL3D::CZoneLighter::CShapeInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Struct describing the position of a lightable shape.</em> <a href="structNL3D_1_1CZoneLighter_1_1CShapeInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CHeightField.html">NL3D::CZoneLighter::CHeightField</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CLumelDescriptor.html">NL3D::CZoneLighter::CLumelDescriptor</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CMultiShape.html">NL3D::CZoneLighter::CMultiShape</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CShape.html">NL3D::CZoneLighter::CShape</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CTriangleList.html">NL3D::CZoneLighter::CTriangleList</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CTriangle.html">NL3D::CZoneLighter::CTriangle</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter_1_1CLightDesc.html">NL3D::CZoneLighter::CLightDesc</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneCornerSmoother_1_1CVertexSmoothInfo.html">NL3D::CZoneCornerSmoother::CVertexSmoothInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZone_1_1CTessBaseVertex.html">NL3D::CZone::CTessBaseVertex</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZone_1_1CPatchConnect.html">NL3D::CZone::CPatchConnect</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchInfo_1_1CBindInfo.html">NL3D::CPatchInfo::CBindInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A bind Info on a edge of a patch.</em> <a href="structNL3D_1_1CPatchInfo_1_1CBindInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CBorderVertex.html">NL3D::CBorderVertex</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The struct for connectivity of zone vertices.</em> <a href="structNL3D_1_1CBorderVertex.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPaletteSkin.html">NL3D::CPaletteSkin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Describe index for palette skinning.</em> <a href="structNL3D_1_1CPaletteSkin.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchInfo.html">NL3D::CPatchInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The struct for building a patch.</em> <a href="structNL3D_1_1CPatchInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSortTri.html">NL3D::CSortTri</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSortVSB.html">NL3D::CSortVSB</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackSampledQuat_1_1CQuatPack.html">NL3D::CTrackSampledQuat::CQuatPack</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTCBTools.html">NL3D::CTCBTools</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>TCB Track tools (for both normal TCB, and quat TCB).</em> <a href="classNL3D_1_1CTCBTools.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileLumel_1_1CStreamBit.html">NL3D::CTileLumel::CStreamBit</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Stream bit class used to compress the shadow map of the patch.</em> <a href="classNL3D_1_1CTileLumel_1_1CStreamBit.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureFileUser.html">NL3D::CTextureFileUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTextureFile.html">UTextureFile</a> implementation.</em> <a href="classNL3D_1_1CTextureFileUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTextureFont_1_1SLetterKey.html">NL3D::CTextureFont::SLetterKey</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTextureFont_1_1SLetterInfo.html">NL3D::CTextureFont::SLetterInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTextureFar_1_1CPatchIdent.html">NL3D::CTextureFar::CPatchIdent</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Patch identifier.</em> <a href="structNL3D_1_1CTextureFar_1_1CPatchIdent.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTextureDLM_1_1CBlock.html">NL3D::CTextureDLM::CBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block descriptor.</em> <a href="structNL3D_1_1CTextureDLM_1_1CBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParamCoord.html">NL3D::CParamCoord</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The parametric coordinates of the patch.</em> <a href="classNL3D_1_1CParamCoord.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessFace.html">NL3D::CTessFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Landscape Triangle.</em> <a href="classNL3D_1_1CTessFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessFacePriorityList_1_1CRollingTable.html">NL3D::CTessFacePriorityList::CRollingTable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A single rolling table &lt;=&gt; HTable.</em> <a href="classNL3D_1_1CTessFacePriorityList_1_1CRollingTable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSurfaceLightGrid_1_1CCellCorner.html">NL3D::CSurfaceLightGrid::CCellCorner</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CCornerNode.html">NL3D::CCornerNode</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1COrderFace.html">NL3D::COrderFace</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CStaticQuadGrid_1_1CQuadNode.html">NL3D::CStaticQuadGrid::CQuadNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonWeight_1_1CNode.html">NL3D::CSkeletonWeight::CNode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An element of the template. A pair of node name / node weight.</em> <a href="classNL3D_1_1CSkeletonWeight_1_1CNode.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSkeletonShape_1_1CLod.html">NL3D::CSkeletonShape::CLod</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a lod for skeleton.</em> <a href="structNL3D_1_1CSkeletonShape_1_1CLod.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneCompute.html">NL3D::CSkeletonModel::CBoneCompute</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSkeletonModel_1_1CBoneUsage.html">NL3D::CSkeletonModel::CBoneUsage</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceGroup_1_1CInstance.html">NL3D::CInstanceGroup::CInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An element of the group.</em> <a href="classNL3D_1_1CInstanceGroup_1_1CInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceGroup.html">NL3D::CInstanceGroup</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CInstanceGroup.html">CInstanceGroup</a> is a group of mesh instance and so composed by A reference to a mesh (refered by the name) The transformations to get it to the world The parent.</em> <a href="classNL3D_1_1CInstanceGroup.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid_1_1CIterator.html">NL3D::CQuadGrid::CIterator</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid_1_1const__iterator.html">NL3D::CQuadGrid::const_iterator</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid_1_1CNode.html">NL3D::CQuadGrid::CNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid_1_1CBaseNode.html">NL3D::CQuadGrid::CBaseNode</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CDummy2DAngle.html">NL3D::CDummy2DAngle</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CEdge.html">NL3D::CEdge</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPlaneBasis.html">NL3D::CPlaneBasis</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A basis for plane object, used by particle by face and shockwaves It's a like a 2x3 matrix, (with only the X and Y vector defined).</em> <a href="structNL3D_1_1CPlaneBasis.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSBasisSpinner.html">NL3D::CPSBasisSpinner</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this is a spinner : this compute a basis by applying a rotation over the given axis.</em> <a href="classNL3D_1_1CPSBasisSpinner.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColoredParticle.html">NL3D::CPSColoredParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class adds tunable color to a particle. Can be added using public multiple inheritance.</em> <a href="classNL3D_1_1CPSColoredParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CGlobalTexAnims.html">NL3D::CPSConstraintMesh::CGlobalTexAnims</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Infos for global texture animation.</em> <a href="structNL3D_1_1CPSConstraintMesh_1_1CGlobalTexAnims.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CPlaneBasisPair.html">NL3D::CPSConstraintMesh::CPlaneBasisPair</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CMeshDisplayShare_1_1CKey.html">NL3D::CPSConstraintMesh::CMeshDisplayShare::CKey</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSConstraintMesh_1_1CMeshDisplayShare.html">NL3D::CPSConstraintMesh::CMeshDisplayShare</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class manage sharing between several mesh displays.</em> <a href="classNL3D_1_1CPSConstraintMesh_1_1CMeshDisplayShare.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CMeshDisplay.html">NL3D::CPSConstraintMesh::CMeshDisplay</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a set of rendering pass, and the associated vertex buffer.</em> <a href="structNL3D_1_1CPSConstraintMesh_1_1CMeshDisplay.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CGlobalTexAnim.html">NL3D::CPSConstraintMesh::CGlobalTexAnim</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Properties of global texture animation.</em> <a href="structNL3D_1_1CPSConstraintMesh_1_1CGlobalTexAnim.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIsotropicForceT.html">NL3D::CIsotropicForceT</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a helper class to create isotropic force : they are independant of the basis, and have no position (fluid friction for example) To use this class you should provide to it a functor class that define the () operator with 3 parameters param1 = a const reference to the position of the particle param2 = a reference to the position, that must be updated param3 = a float giving the inverse of the mass param4 = the ellapsed time, in second (has the TAnimationTime type).</em> <a href="classNL3D_1_1CIsotropicForceT.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSConstraintMesh.html">NL3D::CPSConstraintMesh</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is for mesh that have very simple geometry.</em> <a href="classNL3D_1_1CPSConstraintMesh.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSConstraintMeshHelper.html">NL3D::CPSConstraintMeshHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Well, we could have put a method template in <a class="el" href="classNL3D_1_1CPSConstraintMesh.html">CPSConstraintMesh</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :).</em> <a href="classNL3D_1_1CPSConstraintMeshHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSHintParticleRotateTheSame.html">NL3D::CPSHintParticleRotateTheSame</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This add a hint to rotated particle : only a few one are rotated, and the other are duplcated.</em> <a href="structNL3D_1_1CPSHintParticleRotateTheSame.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSLocated_1_1CPostNewElementRequestInfo.html">NL3D::CPSLocated::CPostNewElementRequestInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>used internally to record the request of creation of new posted located.</em> <a href="structNL3D_1_1CPSLocated_1_1CPostNewElementRequestInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSLocated_1_1CParametricInfo.html">NL3D::CPSLocated::CParametricInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>WARNING : private use by forces only.</em> <a href="structNL3D_1_1CPSLocated_1_1CParametricInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSBrownianForce.html">NL3D::CPSBrownianForce</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Brownian motion.</em> <a href="classNL3D_1_1CPSBrownianForce.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSCentralGravity.html">NL3D::CPSCentralGravity</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a central gravity class. Mass is taken in account here.</em> <a href="classNL3D_1_1CPSCentralGravity.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSCollisionInfo.html">NL3D::CPSCollisionInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This structure helps to perform the collision step, by telling which collisionner is the nearest if there are several candidate a distance of -1 indicates that no collisions occured.</em> <a href="structNL3D_1_1CPSCollisionInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSCylindricVortex.html">NL3D::CPSCylindricVortex</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a cylindric vortex.</em> <a href="classNL3D_1_1CPSCylindricVortex.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSDirectionnalForce.html">NL3D::CPSDirectionnalForce</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a force that has the same direction everywhere.</em> <a href="classNL3D_1_1CPSDirectionnalForce.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatCurve.html">NL3D::CPSFloatCurve</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSFloatCurveFunctor_1_1CCtrlPoint.html">NL3D::CPSFloatCurveFunctor::CCtrlPoint</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CDecalIterator.html">NL3D::CDecalIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this iterator just return the same value.</em> <a href="structNL3D_1_1CDecalIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CDistIterator.html">NL3D::CDistIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>iterator that use dist to compute the value.</em> <a href="structNL3D_1_1CDistIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CFClampDot3AddIterator.html">NL3D::CFClampDot3AddIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this iterator perform a dot prod with a vector, add an offset. If it is negatif it return MaxInputValue, and take the abs of the result.</em> <a href="structNL3D_1_1CFClampDot3AddIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CFClampSquareDot3AddIterator.html">NL3D::CFClampSquareDot3AddIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this iterator perform a dot prod with a vector, add an offset. If it is negatif it return MaxInputValue, and take the square of the result.</em> <a href="structNL3D_1_1CFClampSquareDot3AddIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CFDot3AddIterator.html">NL3D::CFDot3AddIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this iterator perform a dot prod with a vector, add an offset and take the fabs of the result.</em> <a href="structNL3D_1_1CFDot3AddIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CFSquareDot3AddIterator.html">NL3D::CFSquareDot3AddIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this iterator perform a dot prod with a vector, add an offset and take the square of the result.</em> <a href="structNL3D_1_1CFSquareDot3AddIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSFace_1_1CPlaneBasisPair.html">NL3D::CPSFace::CPlaneBasisPair</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttribMaker.html">NL3D::CPSAttribMaker</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a base class for any attrib maker.</em> <a href="classNL3D_1_1CPSAttribMaker.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttribMakerBase.html">NL3D::CPSAttribMakerBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this is the base for attribute makers.</em> <a href="classNL3D_1_1CPSAttribMakerBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttribMakerBinOp.html">NL3D::CPSAttribMakerBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker that compute an attribute in a particle system.</em> <a href="classNL3D_1_1CPSAttribMakerBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttribMakerMemory.html">NL3D::CPSAttribMakerMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is an attribute maker that has memory, all what is does is to duplicate its mem when 'make' is called It own an attribute maker that tells how to produce the attribute from its emiter date, speed and so on ...</em> <a href="classNL3D_1_1CPSAttribMakerMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttribMakerT.html">NL3D::CPSAttribMakerT</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This template generate an attrib maker by defining the methods of the CPSCAttribMaker class.</em> <a href="classNL3D_1_1CPSAttribMakerT.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSBaseIterator.html">NL3D::CPSBaseIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>We define a set of iterator object that can advance with a fixed point step in the source container We have 2 version for each iterator : iterators that advance with a step of 1, and iterators that advance with a fixed point (16 : 16).</em> <a href="structNL3D_1_1CPSBaseIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSBinOp.html">NL3D::CPSBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this struct has an enumeration of various binary operators available with <a class="el" href="classNL3D_1_1CPSAttribMakerBinOp.html">CPSAttribMakerBinOp</a>.</em> <a href="structNL3D_1_1CPSBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColorBinOp.html">NL3D::CPSColorBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker whose output if the result of a binary op on colors.</em> <a href="classNL3D_1_1CPSColorBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColorBlender.html">NL3D::CPSColorBlender</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColorBlenderExact.html">NL3D::CPSColorBlenderExact</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>these are some attribute makers for colors This is a int blender class. It just blend between 2 values. The blending is exact, and thus slow...</em> <a href="classNL3D_1_1CPSColorBlenderExact.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColorGradient.html">NL3D::CPSColorGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a color gradient class.</em> <a href="classNL3D_1_1CPSColorGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSColorMemory.html">NL3D::CPSColorMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this memorize value by applying some function on the emitter.</em> <a href="classNL3D_1_1CPSColorMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSDirection.html">NL3D::CPSDirection</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is an interface for object for a particle system that need a direction (forces, emitter...) Some of these object support global value as a direction (see <a class="el" href="classNL3D_1_1CParticleSystem.html#z641_6">CParticleSystem::setGlobalVectorValue</a>), so calls to setDir then have no effect.</em> <a href="classNL3D_1_1CPSDirection.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSDot.html">NL3D::CPSDot</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this is just a coloured dot.</em> <a href="classNL3D_1_1CPSDot.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSEmitter.html">NL3D::CPSEmitter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base class for all emitters in a particle system.</em> <a href="classNL3D_1_1CPSEmitter.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSEmitterConic.html">NL3D::CPSEmitterConic</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The same as a directionnel emitter, but you can also specify the radius for emission.</em> <a href="classNL3D_1_1CPSEmitterConic.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSEmitterDirectionnal.html">NL3D::CPSEmitterDirectionnal</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Emit in one direction. This can be the 0, 0, 0 vector.</em> <a href="classNL3D_1_1CPSEmitterDirectionnal.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSEmitterOmni.html">NL3D::CPSEmitterOmni</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Emit randomly in all direction.</em> <a href="classNL3D_1_1CPSEmitterOmni.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSEmitterRectangle.html">NL3D::CPSEmitterRectangle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Emit directionnally in a rectangle (useful to produce snow, drop of water ...).</em> <a href="classNL3D_1_1CPSEmitterRectangle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFace.html">NL3D::CPSFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A face particle Unlike FaceLookAt, these particle can have an orientation in space.</em> <a href="classNL3D_1_1CPSFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFaceHelper.html">NL3D::CPSFaceHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Well, we could have put a method template in <a class="el" href="classNL3D_1_1CPSFace.html">CPSFace</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :).</em> <a href="classNL3D_1_1CPSFaceHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFaceLookAt.html">NL3D::CPSFaceLookAt</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A FaceLookAt particle These particles can have 2 different size (width and height) when activated.</em> <a href="classNL3D_1_1CPSFaceLookAt.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFaceLookAtHelper.html">NL3D::CPSFaceLookAtHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Well, we could have put a method template in <a class="el" href="classNL3D_1_1CPSFaceLookAt.html">CPSFaceLookAt</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :).</em> <a href="classNL3D_1_1CPSFaceLookAtHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFanLight.html">NL3D::CPSFanLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A fan light particle.</em> <a href="classNL3D_1_1CPSFanLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFanLightHelper.html">NL3D::CPSFanLightHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Well, we could have put a method template in <a class="el" href="classNL3D_1_1CPSFanLight.html">CPSFanLight</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :).</em> <a href="classNL3D_1_1CPSFanLightHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatBinOp.html">NL3D::CPSFloatBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker whose output if the result of a binary op on floats.</em> <a href="classNL3D_1_1CPSFloatBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatBlender.html">NL3D::CPSFloatBlender</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>these are some attribute makers for float This is a float blender class. It just blend between 2 values.</em> <a href="classNL3D_1_1CPSFloatBlender.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatCurveFunctor.html">NL3D::CPSFloatCurveFunctor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this functor produce float based on a hermite curve.</em> <a href="classNL3D_1_1CPSFloatCurveFunctor.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatGradient.html">NL3D::CPSFloatGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a float gradient class.</em> <a href="classNL3D_1_1CPSFloatGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFloatMemory.html">NL3D::CPSFloatMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this memorize float by applying some function on the emitter.</em> <a href="classNL3D_1_1CPSFloatMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFluidFriction.html">NL3D::CPSFluidFriction</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>the fluid friction force.</em> <a href="classNL3D_1_1CPSFluidFriction.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSFluidFrictionFunctor.html">NL3D::CPSFluidFrictionFunctor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a fluid friction functor, it is used by the fluid friction class.</em> <a href="classNL3D_1_1CPSFluidFrictionFunctor.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSForce.html">NL3D::CPSForce</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>All forces in the system derive from this class It has a list with all located on which the force can apply.</em> <a href="classNL3D_1_1CPSForce.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSForceIntensity.html">NL3D::CPSForceIntensity</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this is a class to set force instensity (acceleration for gravity, k coefficient for springs...).</em> <a href="classNL3D_1_1CPSForceIntensity.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSForceIntensityHelper.html">NL3D::CPSForceIntensityHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class defines the newElement, deleteElement, and resize method of a class that derives from <a class="el" href="classNL3D_1_1CPSForceIntensity.html">CPSForceIntensity</a> And that don't add per paerticle attribute.</em> <a href="classNL3D_1_1CPSForceIntensityHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSGravity.html">NL3D::CPSGravity</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a gravity class. Mass isn't taken in account (true with a uniform gravity model, near earth ).</em> <a href="classNL3D_1_1CPSGravity.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPlayListManager_1_1CNode.html">NL3D::CPlayListManager::CNode</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchDLMContext_1_1CCluster.html">NL3D::CPatchDLMContext::CCluster</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A clip cluster, for quadTree of clusters.</em> <a href="structNL3D_1_1CPatchDLMContext_1_1CCluster.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatch_1_1CBindInfo.html">NL3D::CPatch::CBindInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystem_1_1CGlobalVectorValueHandle.html">NL3D::CParticleSystem::CGlobalVectorValueHandle</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMMeshFinal_1_1CMRMBlendShapeFinal.html">NL3D::CMRMMeshFinal::CMRMBlendShapeFinal</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMMeshFinal_1_1CLod.html">NL3D::CMRMMeshFinal::CLod</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMMeshFinal_1_1CFace.html">NL3D::CMRMMeshFinal::CFace</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLinearEquation_1_1Element.html">NL3D::CLinearEquation::Element</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLinearEquation.html">NL3D::CLinearEquation</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMBlendShape.html">NL3D::CMRMBlendShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh representation for MRM.</em> <a href="classNL3D_1_1CMRMBlendShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMCorner.html">NL3D::CMRMCorner</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh corner Index representation for MRM.</em> <a href="structNL3D_1_1CMRMCorner.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMFace.html">NL3D::CMRMFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh face representation for MRM.</em> <a href="structNL3D_1_1CMRMFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMLevelDetail.html">NL3D::CMRMLevelDetail</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Degradation Control for MRM.</em> <a href="classNL3D_1_1CMRMLevelDetail.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMMesh.html">NL3D::CMRMMesh</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh representation for MRM.</em> <a href="classNL3D_1_1CMRMMesh.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMMeshFinal.html">NL3D::CMRMMeshFinal</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal MRM mesh representation for MRM, with All lods information.</em> <a href="classNL3D_1_1CMRMMeshFinal.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMMeshGeom.html">NL3D::CMRMMeshGeom</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh representation for MRM, with geomoprh information.</em> <a href="classNL3D_1_1CMRMMeshGeom.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMParameters.html">NL3D::CMRMParameters</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is to be used with <a class="el" href="classNL3D_1_1CMRMBuilder.html">CMRMBuilder</a>.</em> <a href="classNL3D_1_1CMRMParameters.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMSewingMesh_1_1CLod.html">NL3D::CMRMSewingMesh::CLod</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMAttribute.html">NL3D::CMRMAttribute</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh vertex attribute (UV, color, normal...) representation for MRM building.</em> <a href="structNL3D_1_1CMRMAttribute.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMBuilder_1_1CAttributeKey.html">NL3D::CMRMBuilder::CAttributeKey</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Temp map Attribute/AttributeId .</em> <a href="structNL3D_1_1CMRMBuilder_1_1CAttributeKey.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBlendShape.html">NL3D::CBlendShape</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMBuilder_1_1CGeomPred.html">NL3D::CMRMBuilder::CGeomPred</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMiniCol_1_1CFace.html">NL3D::CMiniCol::CFace</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLod_1_1CMeshMultiLodBuild_1_1CBuildSlot.html">NL3D::CMeshMultiLod::CMeshMultiLodBuild::CBuildSlot</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A slot of mesh for the build.</em> <a href="classNL3D_1_1CMeshMultiLod_1_1CMeshMultiLodBuild_1_1CBuildSlot.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMatrix3x4SSEArray.html">NL3D::CMatrix3x4SSEArray</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CMatrix3x4SSE.html">CMatrix3x4SSE</a> array correctly aligned.</em> <a href="classNL3D_1_1CMatrix3x4SSEArray.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRM.html">NL3D::CMeshMRM</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instanciable MRM mesh.</em> <a href="classNL3D_1_1CMeshMRM.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRMGeom_1_1CLodInfo.html">NL3D::CMeshMRMGeom::CLodInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A LOD of the MRM.</em> <a href="classNL3D_1_1CMeshMRMGeom_1_1CLodInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshMRMGeom_1_1CMeshBuildMRM.html">NL3D::CMeshMRMGeom::CMeshBuildMRM</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A mesh information.</em> <a href="structNL3D_1_1CMeshMRMGeom_1_1CMeshBuildMRM.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html">NL3D::CMeshMRMGeom::CLod</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A LOD of the MRM.</em> <a href="classNL3D_1_1CMeshMRMGeom_1_1CLod.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshBlockManager_1_1CInstanceInfo.html">NL3D::CMeshBlockManager::CInstanceInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshBase_1_1CLightInfoMapList.html">NL3D::CMeshBase::CLightInfoMapList</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshBase_1_1CMatStage.html">NL3D::CMeshBase::CMatStage</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshBase.html">NL3D::CMeshBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A base mesh with just material manipulation.</em> <a href="classNL3D_1_1CMeshBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshBase_1_1CMeshBaseBuild.html">NL3D::CMeshBase::CMeshBaseBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A mesh material information.</em> <a href="structNL3D_1_1CMeshBase_1_1CMeshBaseBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshBaseInstance.html">NL3D::CMeshBaseInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An base class for instance of <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> and <a class="el" href="classNL3D_1_1CMeshMRM.html">CMeshMRM</a> (which derive from <a class="el" href="classNL3D_1_1CMeshBase.html">CMeshBase</a>).</em> <a href="classNL3D_1_1CMeshBaseInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshBaseInstanceAnimDetailObs.html">NL3D::CMeshBaseInstanceAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CMeshBaseInstanceAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshBlender.html">NL3D::CMeshBlender</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A tool class used for Alpha Blending of Meshes.</em> <a href="classNL3D_1_1CMeshBlender.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshBlockManager.html">NL3D::CMeshBlockManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used to render instances sorted by MeshGeom first, then per material, where possible.</em> <a href="classNL3D_1_1CMeshBlockManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IMeshGeom.html">NL3D::IMeshGeom</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface for MeshGeom.</em> <a href="classNL3D_1_1IMeshGeom.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeom_1_1CCornerPred.html">NL3D::CMeshGeom::CCornerPred</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlockRemap.html">NL3D::CMeshGeom::CMatrixBlockRemap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Just for build process.</em> <a href="classNL3D_1_1CMeshGeom_1_1CMatrixBlockRemap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html">NL3D::CMeshGeom::CFaceTmp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Just for build process.</em> <a href="structNL3D_1_1CMeshGeom_1_1CFaceTmp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshGeom_1_1CBoneTmp.html">NL3D::CMeshGeom::CBoneTmp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Just for build process.</em> <a href="structNL3D_1_1CMeshGeom_1_1CBoneTmp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html">NL3D::CMeshGeom::CCornerTmp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Just for build process.</em> <a href="structNL3D_1_1CMeshGeom_1_1CCornerTmp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html">NL3D::CMeshGeom::CMatrixBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of RdrPasses, sorted by matrix use.</em> <a href="classNL3D_1_1CMeshGeom_1_1CMatrixBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CInterfaceLink.html">NL3D::CMesh::CInterfaceLink</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For each vertex.</em> <a href="structNL3D_1_1CMesh_1_1CInterfaceLink.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CInterface.html">NL3D::CMesh::CInterface</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CInterfaceVertex.html">NL3D::CMesh::CInterfaceVertex</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Mesh Interface System for MRM.</em> <a href="structNL3D_1_1CMesh_1_1CInterfaceVertex.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CFace.html">NL3D::CMesh::CFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Triangle face.</em> <a href="structNL3D_1_1CMesh_1_1CFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CCorner.html">NL3D::CMesh::CCorner</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A corner of a face.</em> <a href="structNL3D_1_1CMesh_1_1CCorner.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaterial_1_1CLightMap.html">NL3D::CMaterial::CLightMap</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1IAddRemoveInstance.html">NL3D::IAddRemoveInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Callback to know when an instance group is added / removed from the scene.</em> <a href="structNL3D_1_1IAddRemoveInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html">NL3D::CLodCharacterShape::CBoneInfluence</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Bone influence: list of all vertices to influence.</em> <a href="structNL3D_1_1CLodCharacterShape_1_1CBoneInfluence.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html">NL3D::CLodCharacterShape::CAnim</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A lod Animation.</em> <a href="structNL3D_1_1CLodCharacterShape_1_1CAnim.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animatable object.</em> <a href="classNL3D_1_1IAnimatable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedLightmap.html">NL3D::CAnimatedLightmap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated lightmap.</em> <a href="classNL3D_1_1CAnimatedLightmap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedMaterial.html">NL3D::CAnimatedMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated material Instance of <a class="el" href="classNL3D_1_1CMaterialBase.html">CMaterialBase</a> NB: formated for 3ds Max :).</em> <a href="classNL3D_1_1CAnimatedMaterial.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedMorph.html">NL3D::CAnimatedMorph</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated morph (blend shape).</em> <a href="classNL3D_1_1CAnimatedMorph.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IAnimatedValue.html">NL3D::IAnimatedValue</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A value handled by the animation system.</em> <a href="classNL3D_1_1IAnimatedValue.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">NL3D::CAnimatedValueBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A template implementation of <a class="el" href="classNL3D_1_1IAnimatedValue.html">IAnimatedValue</a>.</em> <a href="classNL3D_1_1CAnimatedValueBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedValueBlendable_3_01NLMISC_1_1CQuat_01_4.html">NL3D::CAnimatedValueBlendable&lt; NLMISC::CQuat &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A QUATERNION implementation of <a class="el" href="classNL3D_1_1IAnimatedValue.html">IAnimatedValue</a>.</em> <a href="classNL3D_1_1CAnimatedValueBlendable_3_01NLMISC_1_1CQuat_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedValueBlendable_3_01NLMISC_1_1CRGBA_01_4.html">NL3D::CAnimatedValueBlendable&lt; NLMISC::CRGBA &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A CRGBA implementation of <a class="el" href="classNL3D_1_1IAnimatedValue.html">IAnimatedValue</a>.</em> <a href="classNL3D_1_1CAnimatedValueBlendable_3_01NLMISC_1_1CRGBA_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimatedValueNotBlendable.html">NL3D::CAnimatedValueNotBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A template implementation of <a class="el" href="classNL3D_1_1IAnimatedValue.html">IAnimatedValue</a> not blendable.</em> <a href="classNL3D_1_1CAnimatedValueNotBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimation.html">NL3D::CAnimation</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class describes animations for several tracks.</em> <a href="classNL3D_1_1CAnimation.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimationOptimizer.html">NL3D::CAnimationOptimizer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Purpose of this class is to optimize for memory and speed a <a class="el" href="classNL3D_1_1CAnimation.html">CAnimation</a>.</em> <a href="classNL3D_1_1CAnimationOptimizer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimationPlaylist.html">NL3D::CAnimationPlaylist</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class.</em> <a href="classNL3D_1_1CAnimationPlaylist.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimationSet.html">NL3D::CAnimationSet</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An <a class="el" href="classNL3D_1_1CAnimationSet.html">CAnimationSet</a> is set of <a class="el" href="classNL3D_1_1CAnimation.html">CAnimation</a>.</em> <a href="classNL3D_1_1CAnimationSet.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimationSetUser.html">NL3D::CAnimationSetUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UAnimationSet.html">UAnimationSet</a> implementation.</em> <a href="classNL3D_1_1CAnimationSetUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterShape_1_1CAnimBuild.html">NL3D::CLodCharacterShape::CAnimBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A lod Animation Build information.</em> <a href="structNL3D_1_1CLodCharacterShape_1_1CAnimBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncFileManager3D.html">NL3D::CAsyncFileManager3D</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>CAsyncFileManager is a class that manage file loading in a seperate thread.</em> <a href="classNL3D_1_1CAsyncFileManager3D.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncFileManager3D_1_1CIGLoad.html">NL3D::CAsyncFileManager3D::CIGLoad</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncFileManager3D_1_1CIGLoadUser.html">NL3D::CAsyncFileManager3D::CIGLoadUser</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureBlock.html">NL3D::CAsyncTextureBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Descriptor of TextureFile Names.</em> <a href="classNL3D_1_1CAsyncTextureBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureManager.html">NL3D::CAsyncTextureManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Async Loader of textures and Texture Load Balancer.</em> <a href="classNL3D_1_1CAsyncTextureManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseAnimDetailObs.html">NL3D::IBaseAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for AnimDetail traversal.</em> <a href="classNL3D_1_1IBaseAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseClipObs.html">NL3D::IBaseClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for clip traversal.</em> <a href="classNL3D_1_1IBaseClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseHrcObs.html">NL3D::IBaseHrcObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for hierarchy traversal.</em> <a href="classNL3D_1_1IBaseHrcObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseLightObs.html">NL3D::IBaseLightObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for clip traversal.</em> <a href="classNL3D_1_1IBaseLightObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseLoadBalancingObs.html">NL3D::IBaseLoadBalancingObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for LoadBalancing traversal.</em> <a href="classNL3D_1_1IBaseLoadBalancingObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IBaseRenderObs.html">NL3D::IBaseRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for render observers.</em> <a href="classNL3D_1_1IBaseRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CBezierPatch_1_1CBezierCurve.html">NL3D::CBezierPatch::CBezierCurve</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBezierPatch.html">NL3D::CBezierPatch</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A standard bezier patch of float.</em> <a href="classNL3D_1_1CBezierPatch.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultLoadBalancingObs.html">NL3D::CDefaultLoadBalancingObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The default LoadBalancing observer, used by unspecified models.</em> <a href="classNL3D_1_1CDefaultLoadBalancingObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLightInfluenceInterpolator_1_1CCorner.html">NL3D::CLightInfluenceInterpolator::CCorner</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFarVertexBufferInfo.html">NL3D::CFarVertexBufferInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Info for the current Far VertexBuffer setuped (iether normal or hard).</em> <a href="classNL3D_1_1CFarVertexBufferInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscape_1_1CHeightField.html">NL3D::CLandscape::CHeightField</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html">NL3D::CLandscape::CBezierPatchZ</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Bezier patch of One value only.</em> <a href="structNL3D_1_1CLandscape_1_1CBezierPatchZ.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EBadBind_1_1CBindError.html">NL3D::EBadBind::CBindError</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EBadBind.html">NL3D::EBadBind</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A landscape bind exception.</em> <a href="structNL3D_1_1EBadBind.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CIGSurfaceLightBuild_1_1CCellCorner.html">NL3D::CIGSurfaceLightBuild::CCellCorner</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A surface cell corner Information.</em> <a href="structNL3D_1_1CIGSurfaceLightBuild_1_1CCellCorner.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshBuild_1_1CBitmapDesc.html">NL3D::CCoarseMeshBuild::CBitmapDesc</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBone.html">NL3D::CBone</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a bone, for skeleton animation, with information for result WorldMatrix.</em> <a href="classNL3D_1_1CBone.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBoneBase.html">NL3D::CBoneBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a bone default value.</em> <a href="classNL3D_1_1CBoneBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBoneUser.html">NL3D::CBoneUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> implementation.</em> <a href="classNL3D_1_1CBoneUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBSPTree_1_1CBSPNode.html">NL3D::CBSPTree::CBSPNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CBSPTree.html">NL3D::CBSPTree</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>class: <a class="el" href="classNL3D_1_1CBSPTree.html">CBSPTree</a>.</em> <a href="classNL3D_1_1CBSPTree.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCamera.html">NL3D::CCamera</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Camera node, based on a <a class="el" href="classNL3D_1_1CTransform.html">CTransform</a> node.</em> <a href="classNL3D_1_1CCamera.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCameraUser.html">NL3D::CCameraUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UCamera.html">UCamera</a> implementation.</em> <a href="classNL3D_1_1CCameraUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CChannelMixer_1_1CChannel.html">NL3D::CChannelMixer::CChannel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated channel of the <a class="el" href="classNL3D_1_1CChannelMixer.html">CChannelMixer</a>.</em> <a href="classNL3D_1_1CChannelMixer_1_1CChannel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IChannel.html">NL3D::IChannel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated channel.</em> <a href="classNL3D_1_1IChannel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CChannelBlendable.html">NL3D::CChannelBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated template channel.</em> <a href="classNL3D_1_1CChannelBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CChannelMixer.html">NL3D::CChannelMixer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A channel mixer.</em> <a href="classNL3D_1_1CChannelMixer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CChannelNotBlendable.html">NL3D::CChannelNotBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated template channel.</em> <a href="classNL3D_1_1CChannelNotBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CClipTrav.html">NL3D::CClipTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The clip traversal.</em> <a href="classNL3D_1_1CClipTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCloud.html">NL3D::CCloud</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCloudScape.html">NL3D::CCloudScape</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCloudScapeUser.html">NL3D::CCloudScapeUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>implementation of <a class="el" href="classNL3D_1_1UWaterInstance.html">UWaterInstance</a> methods.</em> <a href="classNL3D_1_1CCloudScapeUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCluster.html">NL3D::CCluster</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CCluster.html">CCluster</a>.</em> <a href="classNL3D_1_1CCluster.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CClusterClipObs.html">NL3D::CClusterClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CClusterClipObs.html">CClusterClipObs</a>.</em> <a href="classNL3D_1_1CClusterClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CClusterHrcObs.html">NL3D::CClusterHrcObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CClusterHrcObs.html">CClusterHrcObs</a>.</em> <a href="classNL3D_1_1CClusterHrcObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshBuild.html">NL3D::CCoarseMeshBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class used to build the coarse meshes.</em> <a href="classNL3D_1_1CCoarseMeshBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshBuild_1_1CCoarseMeshDesc.html">NL3D::CCoarseMeshBuild::CCoarseMeshDesc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Coarse mesh descriptor.</em> <a href="classNL3D_1_1CCoarseMeshBuild_1_1CCoarseMeshDesc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshClipObs.html">NL3D::CCoarseMeshClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: return false at clip.</em> <a href="classNL3D_1_1CCoarseMeshClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshManager.html">NL3D::CCoarseMeshManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Management of coarse meshes.</em> <a href="classNL3D_1_1CCoarseMeshManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CComputedString.html">NL3D::CComputedString</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="structNL3D_1_1CComputedString.html">CComputedString</a> A <a class="el" href="structNL3D_1_1CComputedString.html">CComputedString</a> is a structure which permits to render a string in a driver.</em> <a href="structNL3D_1_1CComputedString.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCubeGrid.html">NL3D::CCubeGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class used to classify elements in space around a point (good for pointlight raytracing) Elements are copied at insertion, and are duplicated at compilation along the grids.</em> <a href="classNL3D_1_1CCubeGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1ICubeMapFunctor.html">NL3D::ICubeMapFunctor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A cube map functor should return a color from a vector (with each coordinate ranging from [-1..1].</em> <a href="structNL3D_1_1ICubeMapFunctor.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultAnimDetailObs.html">NL3D::CDefaultAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The default AnimDetail observer, used by unspecified models.</em> <a href="classNL3D_1_1CDefaultAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultClipObs.html">NL3D::CDefaultClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The default clip observer, used by unspecified models.</em> <a href="classNL3D_1_1CDefaultClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultHrcObs.html">NL3D::CDefaultHrcObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The default hierarchy observer, used by unspecified models.</em> <a href="classNL3D_1_1CDefaultHrcObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultLightObs.html">NL3D::CDefaultLightObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The base interface for clip traversal.</em> <a href="classNL3D_1_1CDefaultLightObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDefaultRenderObs.html">NL3D::CDefaultRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The default render observer, used by unspecified models.</em> <a href="classNL3D_1_1CDefaultRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDeform2d.html">NL3D::CDeform2d</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This perform a 2d deformation effect on the frame buffer, by using the given function and surface.</em> <a href="classNL3D_1_1CDeform2d.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IDriver.html">NL3D::IDriver</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDriverGL.html">NL3D::CDriverGL</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDriverGLStates.html">NL3D::CDriverGLStates</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class for optimizing calls to openGL states, by caching old ones.</em> <a href="classNL3D_1_1CDriverGLStates.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDriverUser.html">NL3D::CDriverUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UDriver.html">UDriver</a> implementation.</em> <a href="classNL3D_1_1CDriverUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CDRU.html">NL3D::CDRU</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The driver Utilities class of static.</em> <a href="classNL3D_1_1CDRU.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EBadDisplay.html">NL3D::EBadDisplay</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDru.html">NL3D::EDru</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Exception thrown by CDru::createGlDriver.</em> <a href="structNL3D_1_1EDru.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDruOpenglDriverCantCreateDriver.html">NL3D::EDruOpenglDriverCantCreateDriver</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDruOpenglDriverCorrupted.html">NL3D::EDruOpenglDriverCorrupted</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDruOpenglDriverNotFound.html">NL3D::EDruOpenglDriverNotFound</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDruOpenglDriverOldVersion.html">NL3D::EDruOpenglDriverOldVersion</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1EDruOpenglDriverUnknownVersion.html">NL3D::EDruOpenglDriverUnknownVersion</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CEvent3dMouseListener.html">NL3D::CEvent3dMouseListener</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CEvent3dMouseListener.html">CEvent3dMouseListener</a> is a listener that handle a 3d matrix with mouse events.</em> <a href="classNL3D_1_1CEvent3dMouseListener.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFastHLSModifier.html">NL3D::CFastHLSModifier</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Singleton.</em> <a href="classNL3D_1_1CFastHLSModifier.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFlareModel.html">NL3D::CFlareModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>&lt;Class description&gt;.</em> <a href="classNL3D_1_1CFlareModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFlareRenderObs.html">NL3D::CFlareRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFlareShape.html">NL3D::CFlareShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>shape for a flare.</em> <a href="classNL3D_1_1CFlareShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFontGenerator.html">NL3D::CFontGenerator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Generate bitmap based on a true type font (using freetype2).</em> <a href="classNL3D_1_1CFontGenerator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFontManager.html">NL3D::CFontManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Font manager The font manager manages <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> pointers through a list of CSmartPtr.</em> <a href="classNL3D_1_1CFontManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1GfxMode.html">NL3D::GfxMode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Graphic Mode descriptor.</em> <a href="classNL3D_1_1GfxMode.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CGlExtensions.html">NL3D::CGlExtensions</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The extensions used by <a class="el" href="namespaceNL3D.html">NL3D</a>.</em> <a href="structNL3D_1_1CGlExtensions.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CFastHLSModifier_1_1CHLSA.html">NL3D::CFastHLSModifier::CHLSA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHeatHaze.html">NL3D::CHeatHaze</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This perform a heat haze effect at the horizon of the scene.</em> <a href="classNL3D_1_1CHeatHaze.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSColorDelta.html">NL3D::CHLSColorDelta</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSColorTexture.html">NL3D::CHLSColorTexture</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A colorisable texture.</em> <a href="classNL3D_1_1CHLSColorTexture.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSTextureBank.html">NL3D::CHLSTextureBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A bank of HLS colorisable textures.</em> <a href="classNL3D_1_1CHLSTextureBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSTextureManager.html">NL3D::CHLSTextureManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a list of banks of colorisable textures.</em> <a href="classNL3D_1_1CHLSTextureManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHrcTrav.html">NL3D::CHrcTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The hierarchy traversal.</em> <a href="classNL3D_1_1CHrcTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIGSurfaceLight.html">NL3D::CIGSurfaceLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class owned by <a class="el" href="classNL3D_1_1CInstanceGroup.html">CInstanceGroup</a> to get StaticLightSetup for dynamic models.</em> <a href="classNL3D_1_1CIGSurfaceLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CIGSurfaceLightBuild.html">NL3D::CIGSurfaceLightBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class used by <a class="el" href="classNL3D_1_1CInstanceLighter.html">NL3D::CInstanceLighter</a> to build <a class="el" href="classNL3D_1_1CIGSurfaceLight.html">CIGSurfaceLight</a> with PACS surfaces.</em> <a href="classNL3D_1_1CIGSurfaceLightBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInsertedBitmap.html">NL3D::CInsertedBitmap</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceGroupUser.html">NL3D::CInstanceGroupUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of the user interface managing instance groups.</em> <a href="classNL3D_1_1CInstanceGroupUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CInstanceLighter_1_1CInstanceInfo.html">NL3D::CInstanceLighter::CInstanceInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceLighter.html">NL3D::CInstanceLighter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class to precompute "StaticSetup" lighting for instances in an InstanceGroup.</em> <a href="classNL3D_1_1CInstanceLighter.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceLighter_1_1CLightDesc.html">NL3D::CInstanceLighter::CLightDesc</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceMaterialUser.html">NL3D::CInstanceMaterialUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UInstanceMaterial.html">UInstanceMaterial</a> implementation.</em> <a href="classNL3D_1_1CInstanceMaterialUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceUser.html">NL3D::CInstanceUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> implementation.</em> <a href="classNL3D_1_1CInstanceUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CKey.html">NL3D::CKey</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface for a key of a keyframer.</em> <a href="classNL3D_1_1CKey.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CKeyBezier.html">NL3D::CKeyBezier</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of <a class="el" href="classNL3D_1_1CKey.html">CKey</a> for Bezier keyframer.</em> <a href="classNL3D_1_1CKeyBezier.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CKeyBezier_3_01NLMISC_1_1CQuat_01_4.html">NL3D::CKeyBezier&lt; NLMISC::CQuat &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a> for rotation.</em> <a href="classNL3D_1_1CKeyBezier_3_01NLMISC_1_1CQuat_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CKeyTCB.html">NL3D::CKeyTCB</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of <a class="el" href="classNL3D_1_1CKey.html">CKey</a> for TCB keyframer.</em> <a href="classNL3D_1_1CKeyTCB.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CKeyTCB_3_01NLMISC_1_1CAngleAxis_01_4.html">NL3D::CKeyTCB&lt; NLMISC::CAngleAxis &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a> for rotation.</em> <a href="classNL3D_1_1CKeyTCB_3_01NLMISC_1_1CAngleAxis_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A landscape.</em> <a href="classNL3D_1_1CLandscape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeClipObs.html">NL3D::CLandscapeClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Landscape Clip observer.</em> <a href="classNL3D_1_1CLandscapeClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeCollisionGrid.html">NL3D::CLandscapeCollisionGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A grid of Tiles Id.</em> <a href="classNL3D_1_1CLandscapeCollisionGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeFaceVector.html">NL3D::CLandscapeFaceVector</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Fast Allocate blocks of faces, according to the size of the block.</em> <a href="classNL3D_1_1CLandscapeFaceVector.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeFaceVectorManager.html">NL3D::CLandscapeFaceVectorManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Fast Allocate blocks of faces, according to the size of the block.</em> <a href="classNL3D_1_1CLandscapeFaceVectorManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeGlobals.html">NL3D::CLandscapeGlobals</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeModel.html">NL3D::CLandscapeModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The model for MOT.</em> <a href="classNL3D_1_1CLandscapeModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeRenderObs.html">NL3D::CLandscapeRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Landscape Render observer.</em> <a href="classNL3D_1_1CLandscapeRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeUser.html">NL3D::CLandscapeUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ULandscape.html">ULandscape</a> Implementation.</em> <a href="classNL3D_1_1CLandscapeUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeVBAllocator.html">NL3D::CLandscapeVBAllocator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class to easily allocate vertices for Landscape Far / Tile faces.</em> <a href="classNL3D_1_1CLandscapeVBAllocator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeVegetableBlock.html">NL3D::CLandscapeVegetableBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of vegetable IG (one IG per distance type).</em> <a href="classNL3D_1_1CLandscapeVegetableBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html">NL3D::CLandscapeVegetableBlockCreateContext</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Information for instanciation of vegetable IG.</em> <a href="classNL3D_1_1CLandscapeVegetableBlockCreateContext.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLayeredOrderingTable.html">NL3D::CLayeredOrderingTable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The same as an ordering table, but it allows to have several layers for the display.</em> <a href="classNL3D_1_1CLayeredOrderingTable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLight.html">NL3D::CLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Light class to work with driver.</em> <a href="classNL3D_1_1CLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLightContribution.html">NL3D::CLightContribution</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>light contribution on a model.</em> <a href="classNL3D_1_1CLightContribution.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLightInfluenceInterpolator.html">NL3D::CLightInfluenceInterpolator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is used by <a class="el" href="classNL3D_1_1CLandscape.html">CLandscape</a> and IG/Pacs to compute interpolated influence of lights (biLinear-like) on a square.</em> <a href="classNL3D_1_1CLightInfluenceInterpolator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLightingManager.html">NL3D::CLightingManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Owned by CLightingTrav.</em> <a href="classNL3D_1_1CLightingManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLightTrav.html">NL3D::CLightTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The light traversal.</em> <a href="classNL3D_1_1CLightTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLightUser.html">NL3D::CLightUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ULight.html">ULight</a> implementation.</em> <a href="classNL3D_1_1CLightUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLoadBalancingGroup.html">NL3D::CLoadBalancingGroup</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A LoadBalancing Group.</em> <a href="classNL3D_1_1CLoadBalancingGroup.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLoadBalancingTrav.html">NL3D::CLoadBalancingTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The LoadBalancing traversal.</em> <a href="classNL3D_1_1CLoadBalancingTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLoadMeshCancel.html">NL3D::CLoadMeshCancel</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLoadTextureCancel.html">NL3D::CLoadTextureCancel</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CHLSColorTexture_1_1CMask.html">NL3D::CHLSColorTexture::CMask</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterBuilder.html">NL3D::CLodCharacterBuilder</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A tool class used to build a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> Use it by first calling <a class="el" href="classNL3D_1_1CLodCharacterBuilder.html#a2">setShape</a>(), then add animations to it, and finally get result with getLodShape.</em> <a href="classNL3D_1_1CLodCharacterBuilder.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterInstance.html">NL3D::CLodCharacterInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instance of a lodCharacter (stored in <a class="el" href="classNL3D_1_1CSkeletonModel.html">CSkeletonModel</a>).</em> <a href="classNL3D_1_1CLodCharacterInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterManager.html">NL3D::CLodCharacterManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Manager used to display CLodCharacter instances.</em> <a href="classNL3D_1_1CLodCharacterManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterShape.html">NL3D::CLodCharacterShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A very Small Shape with anims encoded as Key Meshes.</em> <a href="classNL3D_1_1CLodCharacterShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterShapeBank.html">NL3D::CLodCharacterShapeBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Bank of <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a>.</em> <a href="classNL3D_1_1CLodCharacterShapeBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterShapeBuild.html">NL3D::CLodCharacterShapeBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A build structure information for building a <a class="el" href="classNL3D_1_1CLodCharacterShape.html">CLodCharacterShape</a> This is the structure exported from the 3D editor.</em> <a href="classNL3D_1_1CLodCharacterShapeBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterTexture.html">NL3D::CLodCharacterTexture</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This describe Texturing information for CLods.</em> <a href="classNL3D_1_1CLodCharacterTexture.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterTmpBitmap.html">NL3D::CLodCharacterTmpBitmap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This bitmap is builded in the Instance texturing build process of <a class="el" href="classNL3D_1_1CLodCharacterManager.html">CLodCharacterManager</a>.</em> <a href="classNL3D_1_1CLodCharacterTmpBitmap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLVBSqrDistLUT.html">NL3D::CLVBSqrDistLUT</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaskInfo.html">NL3D::CMaskInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMaterial.html">NL3D::CMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A material represent ALL the states relatives to the aspect of a primitive.</em> <a href="classNL3D_1_1CMaterial.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaterialBase_1_1CAnimatedTexture.html">NL3D::CMaterialBase::CAnimatedTexture</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAnimDetailTrav.html">NL3D::CAnimDetailTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The AnimDetail traversal.</em> <a href="classNL3D_1_1CAnimDetailTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1IIGAddBegin.html">NL3D::IIGAddBegin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Callback to know when an instance group begin to be added.</em> <a href="structNL3D_1_1IIGAddBegin.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMaterialBase.html">NL3D::CMaterialBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An material Reference for Animated reference.</em> <a href="classNL3D_1_1CMaterialBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncFileManager3D_1_1CMeshLoad.html">NL3D::CAsyncFileManager3D::CMeshLoad</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshManager_1_1CRenderPass_1_1CPrimitiveBlockInfo_1_1CMeshInfo.html">NL3D::CCoarseMeshManager::CRenderPass::CPrimitiveBlockInfo::CMeshInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The mesh info in the block.</em> <a href="classNL3D_1_1CCoarseMeshManager_1_1CRenderPass_1_1CPrimitiveBlockInfo_1_1CMeshInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CDriverUser_1_1CMatrixContext.html">NL3D::CDriverUser::CMatrixContext</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMaterialUser.html">NL3D::CMaterialUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UMaterial.html">UMaterial</a> implementation.</em> <a href="classNL3D_1_1CMaterialUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMatrix3x4.html">NL3D::CMatrix3x4</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For fast vector/point multiplication.</em> <a href="classNL3D_1_1CMatrix3x4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMatrix3x4SSE.html">NL3D::CMatrix3x4SSE</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>dummy <a class="el" href="classNL3D_1_1CMatrix3x4SSE.html">CMatrix3x4SSE</a> for non windows platform.</em> <a href="classNL3D_1_1CMatrix3x4SSE.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMesh.html">NL3D::CMesh</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instanciable mesh.</em> <a href="classNL3D_1_1CMesh.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">NL3D::CMesh::CMeshBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A mesh information.</em> <a href="structNL3D_1_1CMesh_1_1CMeshBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeom.html">NL3D::CMeshGeom</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A mesh geometry.</em> <a href="classNL3D_1_1CMeshGeom.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeomRenderContext.html">NL3D::CMeshGeomRenderContext</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A render Context used to render MeshGeom.</em> <a href="classNL3D_1_1CMeshGeomRenderContext.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshInstance.html">NL3D::CMeshInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instance of <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a>.</em> <a href="classNL3D_1_1CMeshInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMorpher.html">NL3D::CMeshMorpher</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Utility to blend shapes.</em> <a href="classNL3D_1_1CMeshMorpher.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRMGeom.html">NL3D::CMeshMRMGeom</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An MRM mesh geometry, with no materials information.</em> <a href="classNL3D_1_1CMeshMRMGeom.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRMInstance.html">NL3D::CMeshMRMInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instance of <a class="el" href="classNL3D_1_1CMeshMRM.html">CMeshMRM</a>.</em> <a href="classNL3D_1_1CMeshMRMInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLod.html">NL3D::CMeshMultiLod</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Mesh with several LOD meshes.</em> <a href="classNL3D_1_1CMeshMultiLod.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLod_1_1CMeshMultiLodBuild.html">NL3D::CMeshMultiLod::CMeshMultiLodBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class used to build a multi lod mesh.</em> <a href="classNL3D_1_1CMeshMultiLod_1_1CMeshMultiLodBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLod_1_1CMeshSlot.html">NL3D::CMeshMultiLod::CMeshSlot</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a slot of the mesh base list.</em> <a href="classNL3D_1_1CMeshMultiLod_1_1CMeshSlot.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLodBalancingObs.html">NL3D::CMeshMultiLodBalancingObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CMeshMultiLodBalancingObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLodClipObs.html">NL3D::CMeshMultiLodClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CMeshMultiLodClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMultiLodInstance.html">NL3D::CMeshMultiLodInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An instance of CMeshMulitLod.</em> <a href="classNL3D_1_1CMeshMultiLodInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshSkinManager.html">NL3D::CMeshSkinManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used to render Skins in a VBHard, grouped by their skeleton This allow optimisation because less VBuffer swap is needed Also, only 2 Big VBHard is created for all the skins, which improves use of AGP space.</em> <a href="classNL3D_1_1CMeshSkinManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IMeshVertexProgram.html">NL3D::IMeshVertexProgram</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to a <a class="el" href="classNL3D_1_1CMeshGeom.html">CMeshGeom</a>/<a class="el" href="classNL3D_1_1CMeshMRMGeom.html">CMeshMRMGeom</a> Special VertexProgram Effect.</em> <a href="classNL3D_1_1IMeshVertexProgram.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshVPPerPixelLight.html">NL3D::CMeshVPPerPixelLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This vertex program is used to perform perpixel lighting with meshs.</em> <a href="classNL3D_1_1CMeshVPPerPixelLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshVPWindTree.html">NL3D::CMeshVPWindTree</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>VertexProgram for an effect of Wind on Tree meshes.</em> <a href="classNL3D_1_1CMeshVPWindTree.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMiniCol.html">NL3D::CMiniCol</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a TEMPORARY collision "system".</em> <a href="classNL3D_1_1CMiniCol.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A base model.</em> <a href="classNL3D_1_1IModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMOT_1_1CModelEntry.html">NL3D::CMOT::CModelEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMorphBase.html">NL3D::CMorphBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animated morph (blend shape) base.</em> <a href="classNL3D_1_1CMorphBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureManager_1_1CPredTextLod.html">NL3D::CAsyncTextureManager::CPredTextLod</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshManager_1_1CRenderPass_1_1CPrimitiveBlockInfo.html">NL3D::CCoarseMeshManager::CRenderPass::CPrimitiveBlockInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Primitive block info.</em> <a href="classNL3D_1_1CCoarseMeshManager_1_1CRenderPass_1_1CPrimitiveBlockInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CDeform2d_1_1IPerturbUV.html">NL3D::CDeform2d::IPerturbUV</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>an interface to compute the u,v perturbations at a given point (x and and y range from 0 to 1).</em> <a href="structNL3D_1_1CDeform2d_1_1IPerturbUV.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html">NL3D::CInstanceLighter::CPointLightRT</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A PointLight struct to test raytracing.</em> <a href="structNL3D_1_1CInstanceLighter_1_1CPointLightRT.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html">NL3D::CInstanceLighter::CPredPointLightToPoint</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For sort().</em> <a href="structNL3D_1_1CInstanceLighter_1_1CPredPointLightToPoint.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscape_1_1CPatchIdentEx.html">NL3D::CLandscape::CPatchIdentEx</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMOT.html">NL3D::CMOT</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A composant server, and a traversal container.</em> <a href="classNL3D_1_1CMOT.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMotionBlur.html">NL3D::CMotionBlur</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class help perfoming motion blur on a portion of the screen.</em> <a href="classNL3D_1_1CMotionBlur.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMBuilder.html">NL3D::CMRMBuilder</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The class for building MRMs.</em> <a href="classNL3D_1_1CMRMBuilder.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMEdge.html">NL3D::CMRMEdge</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh edge Index representation for MRM building.</em> <a href="structNL3D_1_1CMRMEdge.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMEdgeFace.html">NL3D::CMRMEdgeFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A tuple Edge/Face.</em> <a href="structNL3D_1_1CMRMEdgeFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMFaceBuild.html">NL3D::CMRMFaceBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh extended face representation for MRM building.</em> <a href="structNL3D_1_1CMRMFaceBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMRMSewingMesh.html">NL3D::CMRMSewingMesh</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal polygon with LOD information for Interface system.</em> <a href="classNL3D_1_1CMRMSewingMesh.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMVertex.html">NL3D::CMRMVertex</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An internal mesh vertex representation for MRM building.</em> <a href="structNL3D_1_1CMRMVertex.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMWedgeGeom.html">NL3D::CMRMWedgeGeom</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A geomoprh information.</em> <a href="structNL3D_1_1CMRMWedgeGeom.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CNearVertexBufferInfo.html">NL3D::CNearVertexBufferInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Info for the current Far VertexBuffer setuped (iether normal or hard).</em> <a href="classNL3D_1_1CNearVertexBufferInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLightingManager_1_1CPointLightInfo.html">NL3D::CLightingManager::CPointLightInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLodCharacterShapeBuild_1_1CPixelInfo.html">NL3D::CLodCharacterShapeBuild::CPixelInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMiniCol_1_1CPatchIdent.html">NL3D::CMiniCol::CPatchIdent</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMOT_1_1CObsEntry.html">NL3D::CMOT::CObsEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CNELU.html">NL3D::CNELU</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>3d Engine Utilities.</em> <a href="classNL3D_1_1CNELU.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1COrderingTable_1_1CNode.html">NL3D::COrderingTable::CNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CNoise3d.html">NL3D::CNoise3d</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CNoiseColorGradient.html">NL3D::CNoiseColorGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A noisy color generator.</em> <a href="classNL3D_1_1CNoiseColorGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CNoiseValue.html">NL3D::CNoiseValue</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class which generate noisy value, according to a position.</em> <a href="classNL3D_1_1CNoiseValue.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IObs.html">NL3D::IObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A base observer.</em> <a href="classNL3D_1_1IObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1COrderingTable.html">NL3D::COrderingTable</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystem.html">NL3D::CParticleSystem</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class holds a particle system.</em> <a href="classNL3D_1_1CParticleSystem.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemClipObs.html">NL3D::CParticleSystemClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a clip observer for a particle system.</em> <a href="classNL3D_1_1CParticleSystemClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemDetailObs.html">NL3D::CParticleSystemDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Detail animation observer for a particle system.</em> <a href="classNL3D_1_1CParticleSystemDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemInstanceUser.html">NL3D::CParticleSystemInstanceUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is the implementation of the user class <a class="el" href="classNL3D_1_1UParticleSystemInstance.html">UParticleSystemInstance</a>.</em> <a href="classNL3D_1_1CParticleSystemInstanceUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemManager.html">NL3D::CParticleSystemManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class list all the particle systems that have resources allocated at a given time, so that we can remove the resource of those who are too far from the viewer.</em> <a href="classNL3D_1_1CParticleSystemManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemModel.html">NL3D::CParticleSystemModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A particle system model : it is built using a <a class="el" href="classNL3D_1_1CParticleSystemShape.html">CParticleSystemShape</a>.</em> <a href="classNL3D_1_1CParticleSystemModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CParticleSystemModel_1_1IPSModelObserver.html">NL3D::CParticleSystemModel::IPSModelObserver</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>interface for object that observe this model. They will be notified when it becomes invalid.</em> <a href="structNL3D_1_1CParticleSystemModel_1_1IPSModelObserver.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemProcess.html">NL3D::CParticleSystemProcess</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A system particle process; A process is anything that can be called at each update of the system.</em> <a href="classNL3D_1_1CParticleSystemProcess.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemRenderObs.html">NL3D::CParticleSystemRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a render observer for a particle system.</em> <a href="classNL3D_1_1CParticleSystemRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CParticleSystemShape.html">NL3D::CParticleSystemShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class helps to instanciate a particle system (the shape contains a particle system prototype stored as a memory stream) Use the createInstance method to insert the system in a scene To load the shape from a file, use a shape stream.</em> <a href="classNL3D_1_1CParticleSystemShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatch.html">NL3D::CPatch</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A landscape patch.</em> <a href="classNL3D_1_1CPatch.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchBlockIdent.html">NL3D::CPatchBlockIdent</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An descriptor of a group of tiles in a patch.</em> <a href="classNL3D_1_1CPatchBlockIdent.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchDLMContext.html">NL3D::CPatchDLMContext</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Dynamic LightMap (DLM) context for a patch.</em> <a href="classNL3D_1_1CPatchDLMContext.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchDLMContextList.html">NL3D::CPatchDLMContextList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A List of <a class="el" href="classNL3D_1_1CPatchDLMContext.html">CPatchDLMContext</a>.</em> <a href="classNL3D_1_1CPatchDLMContextList.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchDLMPointLight.html">NL3D::CPatchDLMPointLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A PointLight for Dynamic LightMap (DLM) context for a patch.</em> <a href="classNL3D_1_1CPatchDLMPointLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchIdent.html">NL3D::CPatchIdent</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A landscape patch identifier (zone/patch).</em> <a href="structNL3D_1_1CPatchIdent.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchQuadBlock.html">NL3D::CPatchQuadBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A group of tiles faces in a patch.</em> <a href="classNL3D_1_1CPatchQuadBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchRdrPass.html">NL3D::CPatchRdrPass</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A render pass for a landscape material (tile or texture far).</em> <a href="classNL3D_1_1CPatchRdrPass.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPatchUVLocator.html">NL3D::CPatchUVLocator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>From a patch and UV coordinate in [0,OrderS], [0,OrderT], retrieve the appropriate coordinate in neighborhood.</em> <a href="classNL3D_1_1CPatchUVLocator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPlayListManager.html">NL3D::CPlayListManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class handles a list of pair PlayList/ChannelMixer RefPointer.</em> <a href="classNL3D_1_1CPlayListManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPlayListManagerUser.html">NL3D::CPlayListManagerUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UPlayListManager.html">UPlayListManager</a> implementation.</em> <a href="classNL3D_1_1CPlayListManagerUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPlayListUser.html">NL3D::CPlayListUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UPlayList.html">UPlayList</a> implementation.</em> <a href="classNL3D_1_1CPlayListUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLight.html">NL3D::CPointLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Description of a light.</em> <a href="classNL3D_1_1CPointLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPointLightNamedArray_1_1CPointLightGroup.html">NL3D::CPointLightNamedArray::CPointLightGroup</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>LightGroupName mgt.</em> <a href="structNL3D_1_1CPointLightNamedArray_1_1CPointLightGroup.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightModel.html">NL3D::CPointLightModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This model is a dynamic light.</em> <a href="classNL3D_1_1CPointLightModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightModelLightObs.html">NL3D::CPointLightModelLightObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightNamed.html">NL3D::CPointLightNamed</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A pointLight with a name, and a default color setup.</em> <a href="classNL3D_1_1CPointLightNamed.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightNamedArray.html">NL3D::CPointLightNamedArray</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used bi <a class="el" href="classNL3D_1_1CInstanceGroup.html">CInstanceGroup</a> and <a class="el" href="classNL3D_1_1CZone.html">CZone</a>.</em> <a href="classNL3D_1_1CPointLightNamedArray.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPointLightNamedSort.html">NL3D::CPointLightNamedSort</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightUser.html">NL3D::CPointLightUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UPointLight.html">UPointLight</a> implementation.</em> <a href="classNL3D_1_1CPointLightUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPortal.html">NL3D::CPortal</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CPortal.html">CPortal</a>.</em> <a href="classNL3D_1_1CPortal.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPrimitiveBlock.html">NL3D::CPrimitiveBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Class <a class="el" href="classNL3D_1_1CPrimitiveBlock.html">CPrimitiveBlock</a>.</em> <a href="classNL3D_1_1CPrimitiveBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSAttrib.html">NL3D::CPSAttrib</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is intended to store an attribute list in a located or in a located bindable such as speed, color and so on.</em> <a href="classNL3D_1_1CPSAttrib.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSInputType.html">NL3D::CPSInputType</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this struct only contains an enum that tell chat the input of an attribute maker is.</em> <a href="structNL3D_1_1CPSInputType.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSIntBinOp.html">NL3D::CPSIntBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker whose output if the result of a binary op on uint32.</em> <a href="classNL3D_1_1CPSIntBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSIntBlender.html">NL3D::CPSIntBlender</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>these are some attribute makers for int This is a int blender class. It just blend between 2 values.</em> <a href="classNL3D_1_1CPSIntBlender.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSIntGradient.html">NL3D::CPSIntGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a int gradient class.</em> <a href="classNL3D_1_1CPSIntGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSIntMemory.html">NL3D::CPSIntMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this memorize value by applying some function on the emitter.</em> <a href="classNL3D_1_1CPSIntMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSLocated.html">NL3D::CPSLocated</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class is a located : it belongs to a particle system, and it represents any kind of object that has a position in the world.</em> <a href="classNL3D_1_1CPSLocated.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSLocatedBindable.html">NL3D::CPSLocatedBindable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>an instance of these class can be bound to a particle system located this include forces, particle, and so on...</em> <a href="classNL3D_1_1CPSLocatedBindable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSMagneticForce.html">NL3D::CPSMagneticForce</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a magnetic field that has the given direction.</em> <a href="classNL3D_1_1CPSMagneticForce.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSMaterial.html">NL3D::CPSMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this contains material of a particle, this doesn't initiliaze anything, this just give the abylity to change the blending mode.</em> <a href="classNL3D_1_1CPSMaterial.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSMesh.html">NL3D::CPSMesh</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is for mesh handling.</em> <a href="classNL3D_1_1CPSMesh.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSModulatedEmitter.html">NL3D::CPSModulatedEmitter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class helps tuning the emission strenght.</em> <a href="classNL3D_1_1CPSModulatedEmitter.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1IPSMover.html">NL3D::IPSMover</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This interface allow to move a particle system element given its index in a located.</em> <a href="structNL3D_1_1IPSMover.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSMultiTexturedParticle.html">NL3D::CPSMultiTexturedParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class add multitexturing support to particles.</em> <a href="classNL3D_1_1CPSMultiTexturedParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSParticle.html">NL3D::CPSParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is the base class for all particles.</em> <a href="classNL3D_1_1CPSParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSPlaneBasisBinOp.html">NL3D::CPSPlaneBasisBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker whose output if the result of a binary op on plane basis.</em> <a href="classNL3D_1_1CPSPlaneBasisBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSPlaneBasisBlender.html">NL3D::CPSPlaneBasisBlender</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>these are some attribute makers for plane_basis This is a plane basis class.</em> <a href="classNL3D_1_1CPSPlaneBasisBlender.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSPlaneBasisFollowSpeed.html">NL3D::CPSPlaneBasisFollowSpeed</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this is a 'follow direction' plane basis maker It set the plane basis to have its normal in the same direction than speed of the located The cycle param has no effect o the direction.</em> <a href="classNL3D_1_1CPSPlaneBasisFollowSpeed.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSPlaneBasisGradient.html">NL3D::CPSPlaneBasisGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a PlaneBasis gradient class.</em> <a href="classNL3D_1_1CPSPlaneBasisGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSPlaneBasisMemory.html">NL3D::CPSPlaneBasisMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this memorize value by applying some function based on the emitter.</em> <a href="classNL3D_1_1CPSPlaneBasisMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSQuad.html">NL3D::CPSQuad</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This abstract class holds what is needed with quad particles (<a class="el" href="classNL3D_1_1CPSFaceLookAt.html">CPSFaceLookAt</a>, <a class="el" href="classNL3D_1_1CPSFace.html">CPSFace</a>) e.g Index and vertex buffer and method to setup them Material, and method to setup them.</em> <a href="classNL3D_1_1CPSQuad.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRadialEmitter.html">NL3D::CPSRadialEmitter</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A radial emitter. The direction gives the normal to the plane of emission.</em> <a href="classNL3D_1_1CPSRadialEmitter.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRibbon.html">NL3D::CPSRibbon</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>'Ribbon' particle : a shape is extruded while it follows the particle.</em> <a href="classNL3D_1_1CPSRibbon.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRibbonBase.html">NL3D::CPSRibbonBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base class for ribbons.</em> <a href="classNL3D_1_1CPSRibbonBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRibbonLookAt.html">NL3D::CPSRibbonLookAt</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A ribbon look at particle.</em> <a href="classNL3D_1_1CPSRibbonLookAt.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRotated2DParticle.html">NL3D::CPSRotated2DParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class adds tunable 2D rotation to a particle, it can be used by public multiple inheritance.</em> <a href="classNL3D_1_1CPSRotated2DParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSRotated3DPlaneParticle.html">NL3D::CPSRotated3DPlaneParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class adds tunable 3D rotation to a PLANE particle, it can be used by public multiple inheritance It must just produce 2 vectors that give the x and y vector of the local basis.</em> <a href="classNL3D_1_1CPSRotated3DPlaneParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSShapeParticle.html">NL3D::CPSShapeParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>base struct for particles that can have a shape (e.g mesh...).</em> <a href="structNL3D_1_1CPSShapeParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSShockWave.html">NL3D::CPSShockWave</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSShockWaveHelper.html">NL3D::CPSShockWaveHelper</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Well, we could have put a method template in <a class="el" href="classNL3D_1_1CPSShockWave.html">CPSShockWave</a>, but some compilers want the definition of the methods in the header, and some compilers don't want friend with function template, so we use a static method template of a friend class instead, which gives us the same result :).</em> <a href="classNL3D_1_1CPSShockWaveHelper.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSizedParticle.html">NL3D::CPSSizedParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class adds tunable size to a particle. Can be added using public multiple inheritance.</em> <a href="classNL3D_1_1CPSSizedParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSound.html">NL3D::CPSSound</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a goup of sound instances sound instance.</em> <a href="classNL3D_1_1CPSSound.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSoundInstanceImpl.html">NL3D::CPSSoundInstanceImpl</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class implement a sound instance (a sound source).</em> <a href="classNL3D_1_1CPSSoundInstanceImpl.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSoundServImpl.html">NL3D::CPSSoundServImpl</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class implements PS sound server.</em> <a href="classNL3D_1_1CPSSoundServImpl.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CChannelMixer_1_1CSlot.html">NL3D::CChannelMixer::CSlot</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animation slot.</em> <a href="classNL3D_1_1CChannelMixer_1_1CSlot.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CClipTrav_1_1CSkeletonKey.html">NL3D::CClipTrav::CSkeletonKey</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CCloudScape_1_1SCloudSchedulerEntry.html">NL3D::CCloudScape::SCloudSchedulerEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CCloudScape_1_1SCloudSchedulerAccel.html">NL3D::CCloudScape::SCloudSchedulerAccel</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshManager_1_1CRenderPass.html">NL3D::CCoarseMeshManager::CRenderPass</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CIGSurfaceLight_1_1CRetrieverLightGrid.html">NL3D::CIGSurfaceLight::CRetrieverLightGrid</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CIGSurfaceLightBuild_1_1CRetrieverLightGrid.html">NL3D::CIGSurfaceLightBuild::CRetrieverLightGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A LocalRetriever Lighting Information.</em> <a href="structNL3D_1_1CIGSurfaceLightBuild_1_1CRetrieverLightGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLightingManager_1_1CQGItLightedModel.html">NL3D::CLightingManager::CQGItLightedModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An iterator on a model inserted in the ObjectQuadGrid. An id used for <a class="el" href="classNL3D_1_1CLightingManager.html#z525_0">eraseStaticLightedModel</a>().</em> <a href="structNL3D_1_1CLightingManager_1_1CQGItLightedModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshGeom_1_1CRdrPass.html">NL3D::CMeshGeom::CRdrPass</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of primitives, sorted by material used.</em> <a href="classNL3D_1_1CMeshGeom_1_1CRdrPass.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CMeshMRMGeom_1_1CRdrPass.html">NL3D::CMeshMRMGeom::CRdrPass</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of primitives, sorted by material use.</em> <a href="classNL3D_1_1CMeshMRMGeom_1_1CRdrPass.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSphericalEmitter.html">NL3D::CPSSphericalEmitter</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSSpring.html">NL3D::CPSSpring</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a spring class.</em> <a href="classNL3D_1_1CPSSpring.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSTailDot.html">NL3D::CPSTailDot</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>These particle are like dot, but a tail is following them.</em> <a href="classNL3D_1_1CPSTailDot.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSTailParticle.html">NL3D::CPSTailParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>base struct for particle that have a tail.</em> <a href="structNL3D_1_1CPSTailParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSTargetLocatedBindable.html">NL3D::CPSTargetLocatedBindable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is a located bindable that can focus on several target Can be inherited by bindable like forces or collision zones.</em> <a href="classNL3D_1_1CPSTargetLocatedBindable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSTexturedParticle.html">NL3D::CPSTexturedParticle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class adds a texture to a particle.</em> <a href="classNL3D_1_1CPSTexturedParticle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSTexturedParticleNoAnim.html">NL3D::CPSTexturedParticleNoAnim</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this class is an interface for particles that have unanimated textures.</em> <a href="structNL3D_1_1CPSTexturedParticleNoAnim.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSTurbul.html">NL3D::CPSTurbul</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSTurbulForceFunc.html">NL3D::CPSTurbulForceFunc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a turbulence force functor.</em> <a href="structNL3D_1_1CPSTurbulForceFunc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSUIntBinOp.html">NL3D::CPSUIntBinOp</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An attribute maker whose output if the result of a binary op on uint32.</em> <a href="classNL3D_1_1CPSUIntBinOp.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSUIntBlender.html">NL3D::CPSUIntBlender</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSUIntGradient.html">NL3D::CPSUIntGradient</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSUIntMemory.html">NL3D::CPSUIntMemory</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this memorize value by applying some function on the emitter.</em> <a href="classNL3D_1_1CPSUIntMemory.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSUtil.html">NL3D::CPSUtil</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This struct contains utility functions used by the particle system.</em> <a href="structNL3D_1_1CPSUtil.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueBlender.html">NL3D::CPSValueBlender</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a Value blender class.</em> <a href="classNL3D_1_1CPSValueBlender.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueBlenderSample.html">NL3D::CPSValueBlenderSample</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a Values blender (sampled version, with n sample) class, that operate on value of type T To use this, just derive a class from a specialization of this template , create a ctor, and declare it to the class registry in the ctor, you should call _F.setValue to init the functor object.</em> <a href="classNL3D_1_1CPSValueBlenderSample.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueBlendFunc.html">NL3D::CPSValueBlendFunc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This temlate functor blend exactly between 2 value (no samples) To accomplish blending, it use the template function PSValueBlend It is used by CPSValueBlend.</em> <a href="classNL3D_1_1CPSValueBlendFunc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSValueBlendFuncBase.html">NL3D::CPSValueBlendFuncBase</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base struct for blending function (exact or sampled).</em> <a href="structNL3D_1_1CPSValueBlendFuncBase.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueBlendSampleFunc.html">NL3D::CPSValueBlendSampleFunc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This temlate functor blend between 2 values by performing n samples (n = template parameter) It may be faster that the <a class="el" href="classNL3D_1_1CPSValueBlendFunc.html">CPSValueBlendFunc</a> in some cases.</em> <a href="classNL3D_1_1CPSValueBlendSampleFunc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueGradient.html">NL3D::CPSValueGradient</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a Values gradient class To use this, just derive a class from a specialization of this template , create a ctor, and declare it to the class registry in the ctor, you should call _F.setValue to init the functor object.</em> <a href="classNL3D_1_1CPSValueGradient.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSValueGradientFunc.html">NL3D::CPSValueGradientFunc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This functor blend between several Value.</em> <a href="classNL3D_1_1CPSValueGradientFunc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZone.html">NL3D::CPSZone</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class hold any entity that has an effect over located : a sink , a bouncing zone etc This is a kind a specialized force, and it has an attached list of the targets Not sharable accross systems.</em> <a href="classNL3D_1_1CPSZone.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZoneCylinder.html">NL3D::CPSZoneCylinder</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a caped cylinder.</em> <a href="classNL3D_1_1CPSZoneCylinder.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZoneDisc.html">NL3D::CPSZoneDisc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a disc.</em> <a href="classNL3D_1_1CPSZoneDisc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZonePlane.html">NL3D::CPSZonePlane</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A plane over which particles bounce It has an interface to move each plane individually.</em> <a href="classNL3D_1_1CPSZonePlane.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZoneRectangle.html">NL3D::CPSZoneRectangle</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The same as a plane, but with a rectangle.</em> <a href="classNL3D_1_1CPSZoneRectangle.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPSZoneSphere.html">NL3D::CPSZoneSphere</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A sphere.</em> <a href="classNL3D_1_1CPSZoneSphere.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPtrSet.html">NL3D::CPtrSet</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a Tool class.</em> <a href="classNL3D_1_1CPtrSet.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadEffect.html">NL3D::CQuadEffect</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class allow to create a sequence of small quads that tesselate a poly.</em> <a href="classNL3D_1_1CQuadEffect.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid.html">NL3D::CQuadGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This container is a simple grid, used to quickly find elements.</em> <a href="classNL3D_1_1CQuadGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGrid_1_1CQuadNode.html">NL3D::CQuadGrid::CQuadNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGridClipCluster.html">NL3D::CQuadGridClipCluster</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A cluster of object for fast BBox clip.</em> <a href="classNL3D_1_1CQuadGridClipCluster.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGridClipClusterClipObs.html">NL3D::CQuadGridClipClusterClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to do nothing implement the <a class="el" href="classNL3D_1_1CQuadGridClipClusterClipObs.html#z744_0">traverse</a>() method.</em> <a href="classNL3D_1_1CQuadGridClipClusterClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadGridClipManager.html">NL3D::CQuadGridClipManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A quadgrix of QuadGridCluster.</em> <a href="classNL3D_1_1CQuadGridClipManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CQuadGridClipManager_1_1CQuadGridClusterCase.html">NL3D::CQuadGridClipManager::CQuadGridClusterCase</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CRadiusPair.html">NL3D::CRadiusPair</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a radius and its suare in the same struct.</em> <a href="structNL3D_1_1CRadiusPair.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRadixSort.html">NL3D::CRadixSort</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class which sort elements T with radix sort algorithm.</em> <a href="classNL3D_1_1CRadixSort.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRandomGrid3D.html">NL3D::CRandomGrid3D</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A static 3D array of random value + other infos for noise.</em> <a href="classNL3D_1_1CRandomGrid3D.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CRandomIterator.html">NL3D::CRandomIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This special iterator return random values every time it is read It is for private use only, and it has not all the functionnalities of an iterator.</em> <a href="structNL3D_1_1CRandomIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSConstraintMesh_1_1CRdrPass.html">NL3D::CPSConstraintMesh::CRdrPass</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A rendering pass.</em> <a href="structNL3D_1_1CPSConstraintMesh_1_1CRdrPass.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRawSkinNormalCache.html">NL3D::CRawSkinNormalCache</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The array per lod.</em> <a href="classNL3D_1_1CRawSkinNormalCache.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRawVertexNormalSkin1.html">NL3D::CRawVertexNormalSkin1</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Vertices influenced by 1 matrix only.</em> <a href="classNL3D_1_1CRawVertexNormalSkin1.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRawVertexNormalSkin2.html">NL3D::CRawVertexNormalSkin2</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Vertices influenced by 2 matrix only.</em> <a href="classNL3D_1_1CRawVertexNormalSkin2.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRawVertexNormalSkin4.html">NL3D::CRawVertexNormalSkin4</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Vertices influenced by 3 or 4 matrix only. (simpler and rare).</em> <a href="classNL3D_1_1CRawVertexNormalSkin4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CShiftedTriangleCache_1_1CRdrPass.html">NL3D::CShiftedTriangleCache::CRdrPass</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRdrPatchId.html">NL3D::CRdrPatchId</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRdrTileId.html">NL3D::CRdrTileId</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRenderTrav.html">NL3D::CRenderTrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The Render traversal.</em> <a href="classNL3D_1_1CRenderTrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSegRemanence_1_1CRibbon.html">NL3D::CSegRemanence::CRibbon</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModel.html">NL3D::CRootModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The purpose of this model is to have Observers which do nothing in traverse, but "traverseSons".</em> <a href="classNL3D_1_1CRootModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelAnimDetailObs.html">NL3D::CRootModelAnimDetailObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelClipObs.html">NL3D::CRootModelClipObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelHrcObs.html">NL3D::CRootModelHrcObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelLightObs.html">NL3D::CRootModelLightObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelLoadBalancingObs.html">NL3D::CRootModelLoadBalancingObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CRootModelRenderObs.html">NL3D::CRootModelRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSegRemanence_1_1CSampledPos.html">NL3D::CSegRemanence::CSampledPos</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CScene.html">NL3D::CScene</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CScene.html">CScene</a>, which own a list of Render Traversals, and a <a class="el" href="classNL3D_1_1CScene.html#z753_0">render</a>() method.</em> <a href="classNL3D_1_1CScene.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSceneUser.html">NL3D::CSceneUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>&lt;Class description&gt;.</em> <a href="classNL3D_1_1CSceneUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1SCloudTexture3D.html">NL3D::SCloudTexture3D</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1SCloudTextureClamp.html">NL3D::SCloudTextureClamp</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CCloudScape_1_1SSortedCloudEntry.html">NL3D::CCloudScape::SSortedCloudEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CCoarseMeshBuild_1_1CStats.html">NL3D::CCoarseMeshBuild::CStats</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Statistics about the build process.</em> <a href="classNL3D_1_1CCoarseMeshBuild_1_1CStats.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSFaceLookAt_1_1CSecondSize.html">NL3D::CPSFaceLookAt::CSecondSize</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSegRemanence.html">NL3D::CSegRemanence</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A segment (or a more complicated shape) that let a 'trace' when it is moved.</em> <a href="classNL3D_1_1CSegRemanence.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSegRemanenceAnimDetailObs.html">NL3D::CSegRemanenceAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Detail ani observer (for texture animation).</em> <a href="classNL3D_1_1CSegRemanenceAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSegRemanenceShape.html">NL3D::CSegRemanenceShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Shape for the remanence of a segment (sword stroke ..).</em> <a href="classNL3D_1_1CSegRemanenceShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IShader.html">NL3D::IShader</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CShaderGL.html">NL3D::CShaderGL</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IShape.html">NL3D::IShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The basic interface for shapes.</em> <a href="classNL3D_1_1IShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CShapeBank.html">NL3D::CShapeBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CShapeBank.html">CShapeBank</a> handle all the instance of the shapes and the cache management system.</em> <a href="classNL3D_1_1CShapeBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CShapeBank_1_1CShapeCache.html">NL3D::CShapeBank::CShapeCache</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CShapeBank_1_1CShapeInfo.html">NL3D::CShapeBank::CShapeInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CShapeBankUser.html">NL3D::CShapeBankUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Implementation of the user interface managing shape bank.</em> <a href="classNL3D_1_1CShapeBankUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CShapeStream.html">NL3D::CShapeStream</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is used to serialize a shape.</em> <a href="classNL3D_1_1CShapeStream.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CShiftedTriangleCache.html">NL3D::CShiftedTriangleCache</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a cache of indices which are the copy of <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a>/<a class="el" href="classNL3D_1_1CMeshMRM.html">CMeshMRM</a> indices, but shifted according to a value.</em> <a href="classNL3D_1_1CShiftedTriangleCache.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSinWave.html">NL3D::CSinWave</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">NL3D::CMesh::CSkinWeight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Skinning: A skin weight for a vertex.</em> <a href="structNL3D_1_1CMesh_1_1CSkinWeight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Skeleton model, instance of <a class="el" href="classNL3D_1_1CSkeletonShape.html">CSkeletonShape</a>.</em> <a href="classNL3D_1_1CSkeletonModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModelAnimDetailObs.html">NL3D::CSkeletonModelAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CSkeletonModelAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonModelRenderObs.html">NL3D::CSkeletonModelRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CSkeletonModelRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonShape.html">NL3D::CSkeletonShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a definition of a skeleton.</em> <a href="classNL3D_1_1CSkeletonShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonUser.html">NL3D::CSkeletonUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1USkeleton.html">USkeleton</a> implementation.</em> <a href="classNL3D_1_1CSkeletonUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkeletonWeight.html">NL3D::CSkeletonWeight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A skeleton template is a set of couple value_name / float.</em> <a href="classNL3D_1_1CSkeletonWeight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModel.html">NL3D::CSkipModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The purpose of this model is to have Observers which do nothing in traverse, even not "traverseSons".</em> <a href="classNL3D_1_1CSkipModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelAnimDetailObs.html">NL3D::CSkipModelAnimDetailObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelClipObs.html">NL3D::CSkipModelClipObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelHrcObs.html">NL3D::CSkipModelHrcObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelLightObs.html">NL3D::CSkipModelLightObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelLoadBalancingObs.html">NL3D::CSkipModelLoadBalancingObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSkipModelRenderObs.html">NL3D::CSkipModelRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSnappedVector.html">NL3D::CSnappedVector</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a container that is like a vector, but snapped to (1&lt;&lt;snapPower) byte memory pages.</em> <a href="classNL3D_1_1CSnappedVector.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CRadixSort_1_1CSortDigit.html">NL3D::CRadixSort::CSortDigit</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSortLight.html">NL3D::CSortLight</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSpecCubeMapFunctor.html">NL3D::CSpecCubeMapFunctor</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CIGSurfaceLightBuild_1_1CSurface.html">NL3D::CIGSurfaceLightBuild::CSurface</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A surface Lighting Information.</em> <a href="structNL3D_1_1CIGSurfaceLightBuild_1_1CSurface.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSpinnerFunctor.html">NL3D::CSpinnerFunctor</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CStaticQuadGrid.html">NL3D::CStaticQuadGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is builded from a <a class="el" href="classNL3D_1_1CQuadGrid.html">CQuadGrid</a>, and is to be used when: sizeof(T) is small (ie a pointer) no dynamic insertion are made (builded from a <a class="el" href="classNL3D_1_1CQuadGrid.html">CQuadGrid</a>) selection is made with a point, not a BBox.</em> <a href="classNL3D_1_1CStaticQuadGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CStripifier.html">NL3D::CStripifier</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Wrapper to NVidia(tm) Stripifier.</em> <a href="classNL3D_1_1CStripifier.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSurfaceInfo.html">NL3D::CSurfaceInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Surface data information structure.</em> <a href="structNL3D_1_1CSurfaceInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaterialBase_1_1CTexAnimTracks.html">NL3D::CMaterialBase::CTexAnimTracks</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CAnimatedMaterial_1_1CTexAnimatedMatValues.html">NL3D::CAnimatedMaterial::CTexAnimatedMatValues</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncFileManager3D_1_1CTextureLoad.html">NL3D::CAsyncFileManager3D::CTextureLoad</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureManager_1_1CTextureBase.html">NL3D::CAsyncTextureManager::CTextureBase</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureManager_1_1CTextureLod.html">NL3D::CAsyncTextureManager::CTextureLod</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CAsyncTextureManager_1_1CTextureEntry.html">NL3D::CAsyncTextureManager::CTextureEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaterial_1_1CTexEnv.html">NL3D::CMaterial::CTexEnv</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CSurfaceLightGrid.html">NL3D::CSurfaceLightGrid</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Dynamic objects lighted by IG's Static Lights lookup into this grid.</em> <a href="classNL3D_1_1CSurfaceLightGrid.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessBlock.html">NL3D::CTessBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of 2*2 tiles, for accurate clipping.</em> <a href="classNL3D_1_1CTessBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessFacePListNode.html">NL3D::CTessFacePListNode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A chain link node for PriorityList.</em> <a href="classNL3D_1_1CTessFacePListNode.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessFacePriorityList.html">NL3D::CTessFacePriorityList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class manage a Priority list of elements, inserted with a "distance".</em> <a href="classNL3D_1_1CTessFacePriorityList.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTessFarVertex.html">NL3D::CTessFarVertex</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessList.html">NL3D::CTessList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A basic speed list gestion, to add/remove already created Object.</em> <a href="classNL3D_1_1CTessList.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTessNearVertex.html">NL3D::CTessNearVertex</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessNodeList.html">NL3D::CTessNodeList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A basic list node.</em> <a href="classNL3D_1_1CTessNodeList.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTessVertex.html">NL3D::CTessVertex</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Landscape Vertex.</em> <a href="classNL3D_1_1CTessVertex.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextContext.html">NL3D::CTextContext</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CTextContext.html">CTextContext</a>.</em> <a href="classNL3D_1_1CTextContext.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextContextUser.html">NL3D::CTextContextUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTextContext.html">UTextContext</a> implementation.</em> <a href="classNL3D_1_1CTextContextUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITexture.html">NL3D::ITexture</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface for textures.</em> <a href="classNL3D_1_1ITexture.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureBlank.html">NL3D::CTextureBlank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This texture does generate nothing, and it is releasable.</em> <a href="classNL3D_1_1CTextureBlank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureBlend.html">NL3D::CTextureBlend</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a helper texture that helps to blend between 2 others textures.</em> <a href="classNL3D_1_1CTextureBlend.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureBump.html">NL3D::CTextureBump</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This texture is a helper to build a DsDt texture from a height map (provided it is supported by hardware) The height map should be convertible to a RGBA bitmap.</em> <a href="classNL3D_1_1CTextureBump.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureCross.html">NL3D::CTextureCross</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureCube.html">NL3D::CTextureCube</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CTextureCube.html">CTextureCube</a>.</em> <a href="classNL3D_1_1CTextureCube.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureDLM.html">NL3D::CTextureDLM</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This texture is used by landscape to perform Dynamic LightMap (DLM).</em> <a href="classNL3D_1_1CTextureDLM.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITextureDrvInfos.html">NL3D::ITextureDrvInfos</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureDrvInfosGL.html">NL3D::CTextureDrvInfosGL</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSTextureBank_1_1CTextureInstance.html">NL3D::CHLSTextureBank::CTextureInstance</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHLSTextureBank_1_1CTextureInstanceHandle.html">NL3D::CHLSTextureBank::CTextureInstanceHandle</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CInstanceLighter_1_1CTriangle.html">NL3D::CInstanceLighter::CTriangle</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscape_1_1CTileInfo.html">NL3D::CLandscape::CTileInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterTexture_1_1CTUVQ.html">NL3D::CLodCharacterTexture::CTUVQ</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The Texture UV Quality info per pixel.</em> <a href="structNL3D_1_1CLodCharacterTexture_1_1CTUVQ.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMaterial_1_1CUserTexMat.html">NL3D::CMaterial::CUserTexMat</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMOT_1_1CTravEntry.html">NL3D::CMOT::CTravEntry</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CParticleSystemManager_1_1TModelHandle.html">NL3D::CParticleSystemManager::TModelHandle</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureDrvShare.html">NL3D::CTextureDrvShare</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureFar.html">NL3D::CTextureFar</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CTextureFar.html">CTextureFar</a> is a set of NL_NUM_FAR_PATCHES_BY_TEXTURE texture used to map a whole patch when it is in far Mode.</em> <a href="classNL3D_1_1CTextureFar.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureFile.html">NL3D::CTextureFile</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CTextureFile.html">CTextureFile</a>.</em> <a href="classNL3D_1_1CTextureFile.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureFont.html">NL3D::CTextureFont</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CTextureFont.html">CTextureFont</a>.</em> <a href="classNL3D_1_1CTextureFont.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureGrouped.html">NL3D::CTextureGrouped</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This kind texture is used for grouping several other textures.</em> <a href="classNL3D_1_1CTextureGrouped.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTextureGrouped_1_1TFourUV.html">NL3D::CTextureGrouped::TFourUV</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a group of 4 uvs.</em> <a href="structNL3D_1_1CTextureGrouped_1_1TFourUV.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureMem.html">NL3D::CTextureMem</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CTextureMem.html">CTextureMem</a>.</em> <a href="classNL3D_1_1CTextureMem.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureMultiFile.html">NL3D::CTextureMultiFile</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This kind of texture is like a texture file except that it can encode several texture at once.</em> <a href="classNL3D_1_1CTextureMultiFile.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureNear.html">NL3D::CTextureNear</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A texture container for lot of little lightmap.</em> <a href="classNL3D_1_1CTextureNear.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureRawUser.html">NL3D::CTextureRawUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTextureRaw.html">UTextureRaw</a> implementation.</em> <a href="classNL3D_1_1CTextureRawUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTextureUser.html">NL3D::CTextureUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTexture.html">UTexture</a> implementation.</em> <a href="classNL3D_1_1CTextureUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTile.html">NL3D::CTile</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Tiles.</em> <a href="classNL3D_1_1CTile.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileBank.html">NL3D::CTileBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class manage tile texture.</em> <a href="classNL3D_1_1CTileBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileBorder.html">NL3D::CTileBorder</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is a tile set.</em> <a href="classNL3D_1_1CTileBorder.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileColor.html">NL3D::CTileColor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A basic color Element for CPatchTexture.</em> <a href="classNL3D_1_1CTileColor.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileColorOldPatchVersion6.html">NL3D::CTileColorOldPatchVersion6</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Old version of TileColors for correct serialising.</em> <a href="classNL3D_1_1CTileColorOldPatchVersion6.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileElement.html">NL3D::CTileElement</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An Element for CPatchTexture.</em> <a href="classNL3D_1_1CTileElement.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTileFace.html">NL3D::CTileFace</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A tileface.</em> <a href="structNL3D_1_1CTileFace.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileFarBank_1_1CTileFar.html">NL3D::CTileFarBank::CTileFar</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileFarBank.html">NL3D::CTileFarBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A bank for the far textures.</em> <a href="classNL3D_1_1CTileFarBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileLand.html">NL3D::CTileLand</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Set of tiles for a land.</em> <a href="classNL3D_1_1CTileLand.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileLightInfluence.html">NL3D::CTileLightInfluence</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>For landscape.</em> <a href="classNL3D_1_1CTileLightInfluence.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileLumel.html">NL3D::CTileLumel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class describe an uncompressed lumel for tiles.</em> <a href="classNL3D_1_1CTileLumel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTileMaterial.html">NL3D::CTileMaterial</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileNoise.html">NL3D::CTileNoise</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class manage tile noise.</em> <a href="classNL3D_1_1CTileNoise.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileNoiseMap.html">NL3D::CTileNoiseMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Noise Map for landscape.</em> <a href="classNL3D_1_1CTileNoiseMap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileSet.html">NL3D::CTileSet</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is a tile set.</em> <a href="classNL3D_1_1CTileSet.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileSetTransition.html">NL3D::CTileSetTransition</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class manage a transition tile.</em> <a href="classNL3D_1_1CTileSetTransition.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTileBank_1_1CTileXRef.html">NL3D::CTileBank::CTileXRef</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTileVegetableDesc.html">NL3D::CTileVegetableDesc</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A descriptor of vegetables for a tile.</em> <a href="classNL3D_1_1CTileVegetableDesc.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackSampledCommon_1_1CTimeBlock.html">NL3D::CTrackSampledCommon::CTimeBlock</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTmpVertexWeight.html">NL3D::CTmpVertexWeight</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITrack.html">NL3D::ITrack</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The track store an animation of an animated value.</em> <a href="classNL3D_1_1ITrack.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITrackDefault.html">NL3D::ITrackDefault</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> interface for default tracks.</em> <a href="classNL3D_1_1ITrackDefault.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultBlendable.html">NL3D::CTrackDefaultBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrackDefault.html">ITrackDefault</a> implementation for blendable values.</em> <a href="classNL3D_1_1CTrackDefaultBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultBool.html">NL3D::CTrackDefaultBool</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultFloat.html">NL3D::CTrackDefaultFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultInt.html">NL3D::CTrackDefaultInt</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultNotBlendable.html">NL3D::CTrackDefaultNotBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrackDefault.html">ITrackDefault</a> implementation for blendable values.</em> <a href="classNL3D_1_1CTrackDefaultNotBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultQuat.html">NL3D::CTrackDefaultQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultRGBA.html">NL3D::CTrackDefaultRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultString.html">NL3D::CTrackDefaultString</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackDefaultVector.html">NL3D::CTrackDefaultVector</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITrackKeyFramer.html">NL3D::ITrackKeyFramer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> interface for keyframer.</em> <a href="classNL3D_1_1ITrackKeyFramer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezier.html">NL3D::CTrackKeyFramerBezier</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for Bezier keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerBezier.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezier_3_01CKeyBezierQuat_00_01CQuat_01_4.html">NL3D::CTrackKeyFramerBezier&lt; CKeyBezierQuat, CQuat &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for Bezier Quaternion keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerBezier_3_01CKeyBezierQuat_00_01CQuat_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierFloat.html">NL3D::CTrackKeyFramerBezierFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierInt.html">NL3D::CTrackKeyFramerBezierInt</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierQuat.html">NL3D::CTrackKeyFramerBezierQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierRGBA.html">NL3D::CTrackKeyFramerBezierRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierVector.html">NL3D::CTrackKeyFramerBezierVector</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstBlendable.html">NL3D::CTrackKeyFramerConstBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for Constant keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerConstBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstBool.html">NL3D::CTrackKeyFramerConstBool</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstFloat.html">NL3D::CTrackKeyFramerConstFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstInt.html">NL3D::CTrackKeyFramerConstInt</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstNotBlendable.html">NL3D::CTrackKeyFramerConstNotBlendable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for Constant keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerConstNotBlendable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstQuat.html">NL3D::CTrackKeyFramerConstQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstRGBA.html">NL3D::CTrackKeyFramerConstRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstString.html">NL3D::CTrackKeyFramerConstString</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerConstVector.html">NL3D::CTrackKeyFramerConstVector</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinear.html">NL3D::CTrackKeyFramerLinear</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for linear keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerLinear.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinear_3_01CKeyQuat_00_01CQuat_01_4.html">NL3D::CTrackKeyFramerLinear&lt; CKeyQuat, CQuat &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Quaternions special implementation for linear keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerLinear_3_01CKeyQuat_00_01CQuat_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinear_3_01CKeyRGBA_00_01NLMISC_1_1CRGBA_01_4.html">NL3D::CTrackKeyFramerLinear&lt; CKeyRGBA, NLMISC::CRGBA &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for linear CRGBA keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerLinear_3_01CKeyRGBA_00_01NLMISC_1_1CRGBA_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearFloat.html">NL3D::CTrackKeyFramerLinearFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearInt.html">NL3D::CTrackKeyFramerLinearInt</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearQuat.html">NL3D::CTrackKeyFramerLinearQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearRGBA.html">NL3D::CTrackKeyFramerLinearRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearVector.html">NL3D::CTrackKeyFramerLinearVector</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCB.html">NL3D::CTrackKeyFramerTCB</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for TCB keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerTCB.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCB_3_01CKeyTCBQuat_00_01NLMISC_1_1CAngleAxis_01_4.html">NL3D::CTrackKeyFramerTCB&lt; CKeyTCBQuat, NLMISC::CAngleAxis &gt;</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ITrack.html">ITrack</a> implementation for CQuat TCB keyframer.</em> <a href="classNL3D_1_1CTrackKeyFramerTCB_3_01CKeyTCBQuat_00_01NLMISC_1_1CAngleAxis_01_4.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBFloat.html">NL3D::CTrackKeyFramerTCBFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBInt.html">NL3D::CTrackKeyFramerTCBInt</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBQuat.html">NL3D::CTrackKeyFramerTCBQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBRGBA.html">NL3D::CTrackKeyFramerTCBRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBVector.html">NL3D::CTrackKeyFramerTCBVector</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackSampledCommon.html">NL3D::CTrackSampledCommon</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Abstract Base class for <a class="el" href="classNL3D_1_1CTrackSampledQuat.html">CTrackSampledQuat</a> and <a class="el" href="classNL3D_1_1CTrackSampledVector.html">CTrackSampledVector</a>.</em> <a href="classNL3D_1_1CTrackSampledCommon.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackSampledQuat.html">NL3D::CTrackSampledQuat</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This track is supposed to be Lighter in memory than <a class="el" href="classNL3D_1_1CTrackKeyFramerTCBQuat.html">CTrackKeyFramerTCBQuat</a>, and also is maybe faster.</em> <a href="classNL3D_1_1CTrackSampledQuat.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTrackSampledVector.html">NL3D::CTrackSampledVector</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This track is supposed to be Lighter in memory than <a class="el" href="classNL3D_1_1CTrackKeyFramerTCBVector.html">CTrackKeyFramerTCBVector</a>, and also is maybe faster.</em> <a href="classNL3D_1_1CTrackSampledVector.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A basic node which provide an animatable matrix (<a class="el" href="classNL3D_1_1ITransformable.html">ITransformable</a>).</em> <a href="classNL3D_1_1CTransform.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Something which can be transformed in 3D space / animated.</em> <a href="classNL3D_1_1ITransformable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformableUser.html">NL3D::CTransformableUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTransformable.html">UTransformable</a> implementation.</em> <a href="classNL3D_1_1CTransformableUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformAnimDetailObs.html">NL3D::CTransformAnimDetailObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CTransformAnimDetailObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformClipObs.html">NL3D::CTransformClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CTransformClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformHrcObs.html">NL3D::CTransformHrcObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: implement the notification system (just the <a class="el" href="classNL3D_1_1CTransformHrcObs.html#a1">update</a>() method).</em> <a href="classNL3D_1_1CTransformHrcObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformLightObs.html">NL3D::CTransformLightObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformRenderObs.html">NL3D::CTransformRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A transform which "is an instance of"/"point to" a <a class="el" href="classNL3D_1_1IShape.html">IShape</a>.</em> <a href="classNL3D_1_1CTransformShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformShapeClipObs.html">NL3D::CTransformShapeClipObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CTransformShapeClipObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformShapeLoadBalancingObs.html">NL3D::CTransformShapeLoadBalancingObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CTransformShapeLoadBalancingObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformShapeRenderObs.html">NL3D::CTransformShapeRenderObs</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This observer: leave the notification system to DO NOTHING.</em> <a href="classNL3D_1_1CTransformShapeRenderObs.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CTransformUser.html">NL3D::CTransformUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> implementation.</em> <a href="classNL3D_1_1CTransformUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITrav.html">NL3D::ITrav</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A base Traversal.</em> <a href="classNL3D_1_1ITrav.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITravCameraScene.html">NL3D::ITravCameraScene</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1ITravScene.html">ITravScene</a> traversal, with camera setup (common to <a class="el" href="classNL3D_1_1CRenderTrav.html">CRenderTrav</a> and <a class="el" href="classNL3D_1_1CClipTrav.html">CClipTrav</a>).</em> <a href="classNL3D_1_1ITravCameraScene.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITravScene.html">NL3D::ITravScene</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Traversal which may be renderable in a <a class="el" href="classNL3D_1_1CScene.html">CScene</a>.</em> <a href="classNL3D_1_1ITravScene.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CTrianglePatch.html">NL3D::CTrianglePatch</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A triangle from a patch identifier.</em> <a href="structNL3D_1_1CTrianglePatch.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1TTexDrvInfoPtrMap.html">NL3D::TTexDrvInfoPtrMap</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1UTextContext_1_1CStringInfo.html">NL3D::UTextContext::CStringInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The render size of a string.</em> <a href="structNL3D_1_1UTextContext_1_1CStringInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html">NL3D::UParticleSystemInstance::IPSObserver</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a struct is used by observers that want to be notified of the invalidation of the system.</em> <a href="structNL3D_1_1UParticleSystemInstance_1_1IPSObserver.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ITransformName.html">NL3D::ITransformName</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Callback class used at instancegroup loading.</em> <a href="classNL3D_1_1ITransformName.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UDriver_1_1CMode.html">NL3D::UDriver::CMode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Graphic Mode descriptor.</em> <a href="classNL3D_1_1UDriver_1_1CMode.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMonitorColorProperties.html">NL3D::CMonitorColorProperties</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Monitor color properties.</em> <a href="structNL3D_1_1CMonitorColorProperties.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree_1_1CIterator.html">NL3D::CQuadTree::CIterator</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree_1_1const__iterator.html">NL3D::CQuadTree::const_iterator</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree_1_1CQuadNode.html">NL3D::CQuadTree::CQuadNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree_1_1CNode.html">NL3D::CQuadTree::CNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree_1_1CBaseNode.html">NL3D::CQuadTree::CBaseNode</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CFrustum.html">NL3D::CFrustum</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Screen frustum, perspective or orthogonal.</em> <a href="classNL3D_1_1CFrustum.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CHeightMap.html">NL3D::CHeightMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A HeightMap.</em> <a href="classNL3D_1_1CHeightMap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscapeIGManager_1_1CInstanceGroupElement.html">NL3D::CLandscapeIGManager::CInstanceGroupElement</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CLandscapeIGManager.html">NL3D::CLandscapeIGManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is used to load and unload IG of landscape.</em> <a href="classNL3D_1_1CLandscapeIGManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ILogicInfo.html">NL3D::ILogicInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An interface for <a class="el" href="classNL3D_1_1UScene.html">UScene</a> to retrieve client information for a specified <a class="el" href="classNL3D_1_1UTransform.html">UTransform</a> ( see UTransfrom::setLogicInfo() ).</em> <a href="classNL3D_1_1ILogicInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPointLightInfluence.html">NL3D::CPointLightInfluence</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A pointLight Influence.</em> <a href="classNL3D_1_1CPointLightInfluence.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CPrimitiveProfile.html">NL3D::CPrimitiveProfile</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A Primitive counter.</em> <a href="classNL3D_1_1CPrimitiveProfile.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CQuadTree.html">NL3D::CQuadTree</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>class: <a class="el" href="classNL3D_1_1CQuadTree.html">CQuadTree</a>.</em> <a href="classNL3D_1_1CQuadTree.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CScissor.html">NL3D::CScissor</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A scissor, used for <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> rendering.</em> <a href="classNL3D_1_1CScissor.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1SCloudScapeSetup.html">NL3D::SCloudScapeSetup</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1U3dMouseListener.html">NL3D::U3dMouseListener</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>3d mouse listener.</em> <a href="classNL3D_1_1U3dMouseListener.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UAnimation.html">NL3D::UAnimation</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Give manual access to the animation functions.</em> <a href="classNL3D_1_1UAnimation.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UAnimationSet.html">NL3D::UAnimationSet</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An animation Set is a set of animation, loaded from file.</em> <a href="classNL3D_1_1UAnimationSet.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UBone.html">NL3D::UBone</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base interface for manipulating Bones.</em> <a href="classNL3D_1_1UBone.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html">NL3D::UCamera</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating Camera.</em> <a href="classNL3D_1_1UCamera.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCloudScape.html">NL3D::UCloudScape</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UDriver.html">NL3D::UDriver</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game Interface for window Driver, first object to create.</em> <a href="classNL3D_1_1UDriver.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstance.html">NL3D::UInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating Objects, animations etc...</em> <a href="classNL3D_1_1UInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstanceGroup.html">NL3D::UInstanceGroup</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for managing group instance.</em> <a href="classNL3D_1_1UInstanceGroup.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UInstanceMaterial.html">NL3D::UInstanceMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base interface for manipulating Material retrieved from <a class="el" href="classNL3D_1_1UInstance.html">UInstance</a>.</em> <a href="classNL3D_1_1UInstanceMaterial.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game Interface for manipulate Landscape.</em> <a href="classNL3D_1_1ULandscape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1ULight.html">NL3D::ULight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1ULight.html">ULight</a> implementation.</em> <a href="classNL3D_1_1ULight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UMaterial.html">NL3D::UMaterial</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game Interface for Material.</em> <a href="classNL3D_1_1UMaterial.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemInstance.html">NL3D::UParticleSystemInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to manipulate a particle system.</em> <a href="classNL3D_1_1UParticleSystemInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UParticleSystemSound.html">NL3D::UParticleSystemSound</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This init the sound for particle systems.</em> <a href="classNL3D_1_1UParticleSystemSound.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UPlayList.html">NL3D::UPlayList</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A playlist/channelmixer, from which you setup your mix of animations (blend, skeleton template weight...).</em> <a href="classNL3D_1_1UPlayList.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UPlayListManager.html">NL3D::UPlayListManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A manager of playlist.</em> <a href="classNL3D_1_1UPlayListManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UPointLight.html">NL3D::UPointLight</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating Dynamic Lights.</em> <a href="classNL3D_1_1UPointLight.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1UPSSoundInstance.html">NL3D::UPSSoundInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is an interface between the particle system and a sound instance.</em> <a href="structNL3D_1_1UPSSoundInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1UPSSoundServer.html">NL3D::UPSSoundServer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is an interface which allow the particle system to create a sound.</em> <a href="structNL3D_1_1UPSSoundServer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UScene.html">NL3D::UScene</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game Interface for Scene.</em> <a href="classNL3D_1_1UScene.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UShapeBank.html">NL3D::UShapeBank</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for managing shape bank.</em> <a href="classNL3D_1_1UShapeBank.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1USkeleton.html">NL3D::USkeleton</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating Skeleton.</em> <a href="classNL3D_1_1USkeleton.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTextContext.html">NL3D::UTextContext</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A game interface to render string.</em> <a href="classNL3D_1_1UTextContext.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTexture.html">NL3D::UTexture</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating Basic texture.</em> <a href="classNL3D_1_1UTexture.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTextureFile.html">NL3D::UTextureFile</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating texture File.</em> <a href="classNL3D_1_1UTextureFile.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTextureRaw.html">NL3D::UTextureRaw</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Game interface for manipulating texture RAW.</em> <a href="classNL3D_1_1UTextureRaw.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTrack.html">NL3D::UTrack</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A track is a fonction that interpolate a value over the time.</em> <a href="classNL3D_1_1UTrack.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTrackKeyframer.html">NL3D::UTrackKeyframer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This is a keyframer track interface.</em> <a href="classNL3D_1_1UTrackKeyframer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransform.html">NL3D::UTransform</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base interface for manipulating Movable Objects in the scene: camera, lights, instances etc...</em> <a href="classNL3D_1_1UTransform.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UTransformable.html">NL3D::UTransformable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Base interface for manipulating Movable Objects: camera, bones, lights, instances etc...</em> <a href="classNL3D_1_1UTransformable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchUVLocator_1_1CUVBasis.html">NL3D::CPatchUVLocator::CUVBasis</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html">NL3D::UVisualCollisionEntity</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to visual collision entity.</em> <a href="classNL3D_1_1UVisualCollisionEntity.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UVisualCollisionManager.html">NL3D::UVisualCollisionManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to visual collision manager.</em> <a href="classNL3D_1_1UVisualCollisionManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UWaterHeightMap.html">NL3D::UWaterHeightMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to water height maps.</em> <a href="classNL3D_1_1UWaterHeightMap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UWaterHeightMapManager.html">NL3D::UWaterHeightMapManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to the water height map manager.</em> <a href="classNL3D_1_1UWaterHeightMapManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UWaterInstance.html">NL3D::UWaterInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Helps to get infos about a water model You can get this interface by using a dynamic_cast on a <a class="el" href="classNL3D_1_1UInstance.html">UInstance</a> that is a water instance.</em> <a href="classNL3D_1_1UWaterInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IVBDrvInfos.html">NL3D::IVBDrvInfos</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVBDrvInfosGL.html">NL3D::CVBDrvInfosGL</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CHLSColorTexture_1_1CVectorInt.html">NL3D::CHLSColorTexture::CVectorInt</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshBlockManager_1_1CVBHeapBlock.html">NL3D::CMeshBlockManager::CVBHeapBlock</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSRibbon_1_1CVBnPB.html">NL3D::CPSRibbon::CVBnPB</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a struct containing a vertex buffer and the matching primitive block The number of slice is encoded in the upper word of the vb index (the int used to lookup in the map) The number of vertices per slices is encoded in the lower word.</em> <a href="structNL3D_1_1CPSRibbon_1_1CVBnPB.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSRibbonLookAt_1_1CVBnPB.html">NL3D::CPSRibbonLookAt::CVBnPB</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a struct containing a vertex buffer and a primitive block.</em> <a href="structNL3D_1_1CPSRibbonLookAt_1_1CVBnPB.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPSTailDot_1_1CVBnPB.html">NL3D::CPSTailDot::CVBnPB</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a struct containing a vertex buffer and the matching a primitive block.</em> <a href="structNL3D_1_1CPSTailDot_1_1CVBnPB.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVectInfo.html">NL3D::CVectInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVectNormIterator.html">NL3D::CVectNormIterator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This special iterator on a vector attributes enables to convert the speed to its norm It is for private use only, and it has not all the functionnalities of an iterator.</em> <a href="structNL3D_1_1CVectNormIterator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVector2i.html">NL3D::CVector2i</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterShape_1_1CVector3s.html">NL3D::CLodCharacterShape::CVector3s</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A compressed vector information.</em> <a href="structNL3D_1_1CLodCharacterShape_1_1CVector3s.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVector3s.html">NL3D::CVector3s</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CPatchDLMContext_1_1CVertex.html">NL3D::CPatchDLMContext::CVertex</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetable.html">NL3D::CVegetable</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A vegetable descriptor.</em> <a href="classNL3D_1_1CVegetable.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableBlendLayerClipObs.html">NL3D::CVegetableBlendLayerClipObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableBlendLayerModel.html">NL3D::CVegetableBlendLayerModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A <a class="el" href="classNL3D_1_1CVegetableBlendLayerModel.html">CVegetableBlendLayerModel</a> does not have to be created by user.</em> <a href="classNL3D_1_1CVegetableBlendLayerModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableBlendLayerRenderObs.html">NL3D::CVegetableBlendLayerRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableClipBlock.html">NL3D::CVegetableClipBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of vegetable instance groups (via sortBlocks) which are clipped in frustum together Internal to VegetableManager.</em> <a href="classNL3D_1_1CVegetableClipBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableInstanceGroup.html">NL3D::CVegetableInstanceGroup</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of vegetable instances.</em> <a href="classNL3D_1_1CVegetableInstanceGroup.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVegetableInstanceGroup_1_1CVegetableLightedInstance.html">NL3D::CVegetableInstanceGroup::CVegetableLightedInstance</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a reference to an instance which is lighted (precomputed or not).</em> <a href="structNL3D_1_1CVegetableInstanceGroup_1_1CVegetableLightedInstance.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVegetableInstanceGroup_1_1CVegetableRdrPass.html">NL3D::CVegetableInstanceGroup::CVegetableRdrPass</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableInstanceGroupReserve.html">NL3D::CVegetableInstanceGroupReserve</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Mirror struct of <a class="el" href="classNL3D_1_1CVegetableInstanceGroup.html">CVegetableInstanceGroup</a>, for reserveIg system in <a class="el" href="classNL3D_1_1CVegetableManager.html">CVegetableManager</a>.</em> <a href="classNL3D_1_1CVegetableInstanceGroupReserve.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVegetableInstanceGroupReserve_1_1CVegetableRdrPass.html">NL3D::CVegetableInstanceGroupReserve::CVegetableRdrPass</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableLightEx.html">NL3D::CVegetableLightEx</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Additional information to light Vegetables.</em> <a href="classNL3D_1_1CVegetableLightEx.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableManager.html">NL3D::CVegetableManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Manager of vegetable.</em> <a href="classNL3D_1_1CVegetableManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableQuadrant.html">NL3D::CVegetableQuadrant</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Static Quadrant direction for Vegetable ZSort rdrPass.</em> <a href="classNL3D_1_1CVegetableQuadrant.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableShape.html">NL3D::CVegetableShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A vegetable shape.</em> <a href="classNL3D_1_1CVegetableShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableShapeBuild.html">NL3D::CVegetableShapeBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A vegetable shape.</em> <a href="classNL3D_1_1CVegetableShapeBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableSortBlock.html">NL3D::CVegetableSortBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of vegetable instance groups.</em> <a href="classNL3D_1_1CVegetableSortBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableUV8.html">NL3D::CVegetableUV8</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A simple tuple UV in 8 bits, for Dynamic Lightmap encoding in Alpha components of colors.</em> <a href="classNL3D_1_1CVegetableUV8.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVegetableVBAllocator.html">NL3D::CVegetableVBAllocator</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A VB allocator (landscape like).</em> <a href="classNL3D_1_1CVegetableVBAllocator.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IVertexArrayRange.html">NL3D::IVertexArrayRange</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Interface to a Big block of AGP memory either throurgh NVVertexArrayRange or ATIVertexObject.</em> <a href="classNL3D_1_1IVertexArrayRange.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexArrayRangeATI.html">NL3D::CVertexArrayRangeATI</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Work only if ATIVertexArrayObject is enabled.</em> <a href="classNL3D_1_1CVertexArrayRangeATI.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexArrayRangeNVidia.html">NL3D::CVertexArrayRangeNVidia</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Work only if ARRAY_RANGE_NV is enabled.</em> <a href="classNL3D_1_1CVertexArrayRangeNVidia.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMeshMRMGeom_1_1CVertexBlock.html">NL3D::CMeshMRMGeom::CVertexBlock</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A block of vertices descriptor.</em> <a href="structNL3D_1_1CMeshMRMGeom_1_1CVertexBlock.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexBuffer.html">NL3D::CVertexBuffer</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A vertex buffer to work with the driver.</em> <a href="classNL3D_1_1CVertexBuffer.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IVertexBufferHard.html">NL3D::IVertexBufferHard</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This a vertex buffer created by Driver.</em> <a href="classNL3D_1_1IVertexBufferHard.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IVertexBufferHardGL.html">NL3D::IVertexBufferHardGL</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Common interface for both NVidia and ATI extenstion.</em> <a href="classNL3D_1_1IVertexBufferHardGL.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexBufferHardGLATI.html">NL3D::CVertexBufferHardGLATI</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Work only if ARRAY_RANGE_NV is enabled.</em> <a href="classNL3D_1_1CVertexBufferHardGLATI.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexBufferHardGLNVidia.html">NL3D::CVertexBufferHardGLNVidia</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Work only if ARRAY_RANGE_NV is enabled.</em> <a href="classNL3D_1_1CVertexBufferHardGLNVidia.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexBufferHeap.html">NL3D::CVertexBufferHeap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A vertex buffer used to group lot of static VB in it.</em> <a href="classNL3D_1_1CVertexBufferHeap.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexBufferInfo.html">NL3D::CVertexBufferInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Info for the last VertexBuffer setuped (iether normal or hard).</em> <a href="classNL3D_1_1CVertexBufferInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLandscapeVBAllocator_1_1CVertexInfo.html">NL3D::CLandscapeVBAllocator::CVertexInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CLodCharacterShape_1_1CVertexInf.html">NL3D::CLodCharacterShape::CVertexInf</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVertexCache.html">NL3D::CVertexCache</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CVegetableVBAllocator_1_1CVertexInfo.html">NL3D::CVegetableVBAllocator::CVertexInfo</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexProgamDrvInfosGL.html">NL3D::CVertexProgamDrvInfosGL</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMesh_1_1CVertLink.html">NL3D::CMesh::CVertLink</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVertexProgram.html">NL3D::CVertexProgram</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is a vertex program.</em> <a href="classNL3D_1_1CVertexProgram.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1IVertexProgramDrvInfos.html">NL3D::IVertexProgramDrvInfos</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CViewport.html">NL3D::CViewport</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CViewport.html">CViewport</a> is the description of the viewport used to render with a driver.</em> <a href="classNL3D_1_1CViewport.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMiniCol_1_1CZoneIdent.html">NL3D::CMiniCol::CZoneIdent</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CMRMMeshFinal_1_1CWedge.html">NL3D::CMRMMeshFinal::CWedge</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CSceneUser_1_1CWaitingIG.html">NL3D::CSceneUser::CWaitingIG</a></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CShapeBank_1_1CWaitingShape.html">NL3D::CShapeBank::CWaitingShape</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVisualCollisionEntity.html">NL3D::CVisualCollisionEntity</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>An entity created by <a class="el" href="classNL3D_1_1CVisualCollisionManager.html">CVisualCollisionManager</a>.</em> <a href="classNL3D_1_1CVisualCollisionEntity.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVisualCollisionEntityUser.html">NL3D::CVisualCollisionEntityUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UVisualCollisionEntity.html">UVisualCollisionEntity</a> implementation.</em> <a href="classNL3D_1_1CVisualCollisionEntityUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVisualCollisionManager.html">NL3D::CVisualCollisionManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Server to Client collision manager.</em> <a href="classNL3D_1_1CVisualCollisionManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVisualCollisionManagerUser.html">NL3D::CVisualCollisionManagerUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1UVisualCollisionManager.html">UVisualCollisionManager</a> implementation.</em> <a href="classNL3D_1_1CVisualCollisionManagerUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CVisualTileDescNode.html">NL3D::CVisualTileDescNode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Server to Client collision manager.</em> <a href="classNL3D_1_1CVisualTileDescNode.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterHeightMap.html">NL3D::CWaterHeightMap</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterInstanceUser.html">NL3D::CWaterInstanceUser</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>implementation of <a class="el" href="classNL3D_1_1UWaterInstance.html">UWaterInstance</a> methods.</em> <a href="classNL3D_1_1CWaterInstanceUser.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CWaterPoolManager_1_1CWaterHeightMapBuild.html">NL3D::CWaterPoolManager::CWaterHeightMapBuild</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this struct is used to specify a water pool parameter's.</em> <a href="structNL3D_1_1CWaterPoolManager_1_1CWaterHeightMapBuild.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterModel.html">NL3D::CWaterModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A water quad.</em> <a href="classNL3D_1_1CWaterModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterPoolManager.html">NL3D::CWaterPoolManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class helps managing various waters pools.</em> <a href="classNL3D_1_1CWaterPoolManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterRenderObs.html">NL3D::CWaterRenderObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaterShape.html">NL3D::CWaterShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A water shape.</em> <a href="classNL3D_1_1CWaterShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaveMakerDetailObs.html">NL3D::CWaveMakerDetailObs</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaveMakerModel.html">NL3D::CWaveMakerModel</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This model can create wave where it is located. It has no display...</em> <a href="classNL3D_1_1CWaveMakerModel.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CWaveMakerShape.html">NL3D::CWaveMakerShape</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A wave maker. It can generate waves where it is located.</em> <a href="classNL3D_1_1CWaveMakerShape.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZone.html">NL3D::CZone</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A landscape zone.</em> <a href="classNL3D_1_1CZone.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneCornerSmoother.html">NL3D::CZoneCornerSmoother</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used to setup CornerSmoothFlag in <a class="el" href="classNL3D_1_1CPatch.html">CPatch</a>.</em> <a href="classNL3D_1_1CZoneCornerSmoother.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>struct &nbsp;</td><td valign=bottom><a class="el" href="structNL3D_1_1CZoneInfo.html">NL3D::CZoneInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The struct for building a zone.</em> <a href="structNL3D_1_1CZoneInfo.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneLighter.html">NL3D::CZoneLighter</a></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneManager.html">NL3D::CZoneManager</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CZoneManager.html">CZoneManager</a> is a class that manage zone loading around of player.</em> <a href="classNL3D_1_1CZoneManager.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneSearch.html">NL3D::CZoneSearch</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNL3D_1_1CZoneSearch.html">CZoneSearch</a> is a class that determine which zone cooresponding to a coordinate and zones are around a position.</em> <a href="classNL3D_1_1CZoneSearch.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneSmoother.html">NL3D::CZoneSmoother</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used to make Bezier patch of zones G1.</em> <a href="classNL3D_1_1CZoneSmoother.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneSymmetrisation.html">NL3D::CZoneSymmetrisation</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Environnement used to symmetrise zones.</em> <a href="classNL3D_1_1CZoneSymmetrisation.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>class &nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1CZoneTgtSmoother.html">NL3D::CZoneTgtSmoother</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>A class used to make Vertices coplanar IN or/and across zones.</em> <a href="classNL3D_1_1CZoneTgtSmoother.html#_details">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Typedefs</h2></td></tr>
+<tr><td nowrap align=right valign=top>typedef float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a0">CAnimationTime</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Animation time in second.</em> <a href="#a0">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef double&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a2">TGlobalAnimationTime</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueNotBlendable.html">CAnimatedValueNotBlendable</a>&lt;<br>
+ bool &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a11">CAnimatedValueBool</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<br>
+ <a class="el" href="memory__common_8h.html#a10">sint32</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a12">CAnimatedValueInt</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<br>
+ float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a13">CAnimatedValueFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<br>
+ <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a14">CAnimatedValueVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueNotBlendable.html">CAnimatedValueNotBlendable</a>&lt;<br>
+ std::string &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a15">CAnimatedValueString</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<br>
+ <a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a16">CAnimatedValueQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<br>
+ <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a17">CAnimatedValueRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelNotBlendable.html">CChannelNotBlendable</a>&lt;<br>
+ bool &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a19">CChannelBool</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<br>
+ int &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a20">CChannelInt</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<br>
+ float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a21">CChannelFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<br>
+ <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a22">CChannelVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<br>
+ <a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a23">CChannelQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CChannelNotBlendable.html">CChannelNotBlendable</a>&lt;<br>
+ std::string &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a24">CChannelString</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="classNL3D_1_1GfxMode.html">GfxMode</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a28">ModeList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef void(*&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a29">emptyProc</a> )(void)</td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *(*&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a30">IDRV_CREATE_PROC</a> )(void)</td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="memory__common_8h.html#a11">uint32</a>(*&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a32">IDRV_VERSION_PROC</a> )(void)</td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; std::string &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a53">CKeyString</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; bool &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a54">CKeyBool</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a55">CKeyFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a56">CKeyVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; <a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a57">CKeyQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a58">CKeyRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt; <a class="el" href="memory__common_8h.html#a10">sint32</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a59">CKeyInt</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt; float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a60">CKeyTCBFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a61">CKeyTCBVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt; <a class="el" href="structNLMISC_1_1CAngleAxis.html">NLMISC::CAngleAxis</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a62">CKeyTCBQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt; float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a63">CKeyBezierFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a64">CKeyBezierVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt; <a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a65">CKeyBezierQuat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::multimap&lt; float,<br>
+ <a class="el" href="structNL3D_1_1CMRMEdgeFace.html">CMRMEdgeFace</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a160">TEdgeMap</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The map of edge collapses.</em> <a href="#a160">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef TEdgeMap::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a161">ItEdgeMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a180">TPSAttribVector</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a181">TPSAttribRGBA</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a182">TPSAttribFloat</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a183">TPSAttribUInt</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="memory__common_8h.html#a7">uint8</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a184">TPSAttribUInt8</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a185">TPSAttribTime</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="structNL3D_1_1CAdvance1Iterator.html">CAdvance1Iterator</a>&lt;<br>
+ TPSAttribFloat::const_iterator,<br>
+ float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a195">TIteratorFloatStep1</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Some typedefs.</em> <a href="#a195">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="structNL3D_1_1CAdvance1Iterator.html">CAdvance1Iterator</a>&lt;<br>
+ TPSAttribVector::const_iterator,<br>
+ <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a196">TIteratorVectStep1</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;<br>
+ TPSAttribFloat::const_iterator,<br>
+ float &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a197">TIteratorFloatStep1616</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;<br>
+ TPSAttribFloat::const_iterator,<br>
+ <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a198">TIteratorTimeStep1616</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;<br>
+ TPSAttribVector::const_iterator,<br>
+ <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a199">TIteratorVectStep1616</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="structNL3D_1_1CPSCollisionInfo.html">CPSCollisionInfo</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a201">TPSAttribCollisionInfo</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a container of collision infos.</em> <a href="#a201">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::vector&lt; <a class="el" href="structNL3D_1_1CVectInfo.html">CVectInfo</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a218">TRibbonVect</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt; <a class="el" href="structNL3D_1_1CRadiusPair.html">CRadiusPair</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a222">TPSAttribRadiusPair</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::deque&lt; <a class="el" href="structNL3D_1_1CEdge.html">CEdge</a> &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a223">TEdgeList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classstd_1_1list.html">std::list</a>&lt; <a class="el" href="classNL3D_1_1IShader.html">IShader</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a234">TShaderPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TShaderPtrList::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a235">ItShaderPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classstd_1_1list.html">std::list</a>&lt; <a class="el" href="classNL3D_1_1CTextureDrvShare.html">CTextureDrvShare</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a245">TTexDrvSharePtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TTexDrvInfoPtrMap::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a246">ItTexDrvInfoPtrMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TTexDrvSharePtrList::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a247">ItTexDrvSharePtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classstd_1_1list.html">std::list</a>&lt; <a class="el" href="classNL3D_1_1IVBDrvInfos.html">IVBDrvInfos</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a294">TVBDrvInfoPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TVBDrvInfoPtrList::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a295">ItVBDrvInfoPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef <a class="el" href="classstd_1_1list.html">std::list</a>&lt; <a class="el" href="classNL3D_1_1IVertexProgramDrvInfos.html">IVertexProgramDrvInfos</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a296">TVtxPrgDrvInfoPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef TVtxPrgDrvInfoPtrList::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a297">ItVtxPrgDrvInfoPtrList</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::map&lt; <a class="el" href="memory__common_8h.html#a9">uint16</a>,<br>
+ <a class="el" href="classNL3D_1_1CZone.html">CZone</a> * &gt;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a312">TZoneMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef std::map&lt; <a class="el" href="memory__common_8h.html#a9">uint16</a>,<br>
+ <a class="el" href="classNL3D_1_1CZone.html">CZone</a> * &gt;::iterator&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a313">ItZoneMap</a></td></tr>
+<tr><td nowrap align=right valign=top>typedef volatile <a class="el" href="classNL3D_1_1CZone.html">CZone</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a314">TVolatileZonePtr</a></td></tr>
+<tr><td colspan=2><br><h2>Enumerations</h2></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a484">TPSProcessPass</a> { <br>
+&nbsp;&nbsp;<a class="el" href="namespaceNL3D.html#a484a166">PSEmit</a>,
+<a class="el" href="namespaceNL3D.html#a484a167">PSCollision</a>,
+<a class="el" href="namespaceNL3D.html#a484a168">PSMotion</a>,
+<a class="el" href="namespaceNL3D.html#a484a169">PSSolidRender</a>,
+<br>
+&nbsp;&nbsp;<a class="el" href="namespaceNL3D.html#a484a170">PSBlendRender</a>,
+<a class="el" href="namespaceNL3D.html#a484a171">PSToolRender</a>
+<br>
+ }</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>rendering and process passes for a particle system.</em> <a href="#a484">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>enum &nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a485">TPSLod</a> { <a class="el" href="namespaceNL3D.html#a485a208">PSLod1n2</a> = 0,
+<a class="el" href="namespaceNL3D.html#a485a209">PSLod1</a>,
+<a class="el" href="namespaceNL3D.html#a485a210">PSLod2</a>
+ }</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>lod for located bindables. (see <a class="el" href="ps__located_8h.html">ps_located.h</a>).</em> <a href="#a485">More...</a><em></em></font><br><br></td></tr>
+<tr><td colspan=2><br><h2>Functions</h2></td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a315">assignSoundServerToPS</a> (<a class="el" href="structNL3D_1_1UPSSoundServer.html">UPSSoundServer</a> *soundServer)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>for private use only..</em> <a href="#a315">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="namespaceNL3D.html#a316">SpawnedSourceEndedCallback</a> (<a class="el" href="classNLSOUND_1_1USource.html">NLSOUND::USource</a> *source, void *userParam)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this callback is called when a spawned source has ended, so that we know that the pointer to it is invalid...</em> <a href="#a316">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="namespaceNL3D.html#a317">mulAdd</a> (CVector &amp;tgt, const CVector &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, float f)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a318">mulAddD</a> (CVectorD &amp;tgt, const CVector &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, double f)</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="namespaceNL3D.html#a319">BuildCubeMapTex</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;start, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;uDir, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;vDir, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="cf__lexical_8cpp.html#a94">size</a>, <a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;f)</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="namespaceNL3D.html#a320">BuildCubeMapTexLuminance</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;start, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;uDir, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;vDir, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="cf__lexical_8cpp.html#a94">size</a>, <a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;f)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTextureCube.html">CTextureCube</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a321">BuildCubeMap</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> mapSize, <a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;f, bool luminanceOnly, const std::string &amp;shareName)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build a cube map by using the given functor.</em> <a href="#a321">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="namespaceNL3D.html#a322">computePerturbation</a> (const float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, const float <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>, float &amp;dx, float &amp;dy)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>compute the UV perturbation at one position of the screen (with screen mapped to 0..1, 0..1).</em> <a href="#a322">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="namespaceNL3D.html#a323">setupARBMultiTexture</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a324">setupEXTTextureEnvCombine</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a325">setupARBTextureCompression</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a326">setupNVVertexArrayRange</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a327">setupEXTTextureCompressionS3TC</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a328">setupEXTVertexWeighting</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a329">setupEXTSeparateSpecularColor</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a330">setupNVTextureEnvCombine4</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a331">setupATIXTextureEnvCombine3</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a332">setupATIEnvMapBumpMap</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a333">setupARBTextureCubeMap</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a334">setupNVVertexProgram</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a335">setupEXTVertexShader</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a336">setupEXTSecondaryColor</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a337">setupWGLARBPBuffer</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a338">setupNVTextureShader</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a339">setupEXTBlendColor</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a340">setupNVVertexArrayRange2</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a341">setupATIVertexArrayObject</a> (const char *glext)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a342">registerGlExtensions</a> (<a class="el" href="structNL3D_1_1CGlExtensions.html">CGlExtensions</a> &amp;ext)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This function test and register the extensions for the current GL context.</em> <a href="#a342">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="namespaceNL3D.html#a343">convBlend</a> (<a class="el" href="classNL3D_1_1CMaterial.html#s65">CMaterial::TBlend</a> blend, GLenum &amp;glenum)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a344">convZFunction</a> (<a class="el" href="classNL3D_1_1CMaterial.html#s64">CMaterial::ZFunc</a> zfunc, GLenum &amp;glenum)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a345">convColor</a> (CRGBA col, GLfloat glcol[4])</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a346">convTexAddr</a> (<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *tex, <a class="el" href="classNL3D_1_1CMaterial.html#z539_0">CMaterial::TTexAddressingMode</a> mode, GLenum &amp;glenum)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTextureDrvInfosGL.html">CTextureDrvInfosGL</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a347">getTextureGl</a> (<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;tex)</td></tr>
+<tr><td nowrap align=right valign=top>GLint&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a348">getGlSrcTextureFormat</a> (<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;tex, GLint glfmt)</td></tr>
+<tr><td nowrap align=right valign=top>GLenum&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a349">getGlSrcTextureComponentType</a> (GLint texSrcFormat)</td></tr>
+<tr><td nowrap align=right valign=top>GLenum&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a350">translateWrapToGl</a> (<a class="el" href="classNL3D_1_1ITexture.html#s28">ITexture::TWrapMode</a> mode, const <a class="el" href="structNL3D_1_1CGlExtensions.html">CGlExtensions</a> &amp;extensions)</td></tr>
+<tr><td nowrap align=right valign=top>GLenum&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a351">translateMagFilterToGl</a> (<a class="el" href="classNL3D_1_1ITexture.html#s30">ITexture::TMagFilter</a> mode)</td></tr>
+<tr><td nowrap align=right valign=top>GLenum&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a352">translateMinFilterToGl</a> (<a class="el" href="classNL3D_1_1ITexture.html#s31">ITexture::TMinFilter</a> mode)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a353">sameDXTCFormat</a> (<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;tex, GLint glfmt)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a354">isDXTCFormat</a> (GLint glfmt)</td></tr>
+<tr><td nowrap align=right valign=top>GLenum&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a355">convSwizzleToGLFormat</a> (<a class="el" href="structCVPSwizzle.html#s4">CVPSwizzle::EComp</a> comp, bool negate)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Check with our parser if the program will works with other implemented extensions, too.</em> <a href="#a355">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>GLuint&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a356">convOutputRegisterToEXTVertexShader</a> (<a class="el" href="structCVPOperand.html#s42">CVPOperand::EOutputRegister</a> <a class="el" href="driver__opengl__extension__def_8h.html#a385">r</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Convert an output register to a EXTVertexShader register.</em> <a href="#a356">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a357">convInputRegisterToVBFlag</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Convert an input register to a vertex buffer flag.</em> <a href="#a357">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="namespaceNL3D.html#a358">doSwizzle</a> (GLuint <a class="el" href="driver__opengl__extension__def_8h.html#a400">res</a>, GLuint <a class="el" href="driver__opengl__extension__def_8h.html#a404">in</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a405">outX</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a406">outY</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a407">outZ</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a408">outW</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a359">doWriteMask</a> (GLuint <a class="el" href="driver__opengl__extension__def_8h.html#a400">res</a>, GLuint <a class="el" href="driver__opengl__extension__def_8h.html#a404">in</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a405">outX</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a406">outY</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a407">outZ</a>, GLenum <a class="el" href="driver__opengl__extension__def_8h.html#a408">outW</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a360">OptFastFloorBegin</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a361">OptFastFloorEnd</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a362">OptFastFloor</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>)</td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a363">OptFastFractionnalPart</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a364">OptFastFloorBegin24</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a365">OptFastFloorEnd24</a> ()</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="namespaceNL3D.html#a366">OptFastFloor24</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a367">getBitPack</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> *bitPtr, <a class="el" href="memory__common_8h.html#a11">uint32</a> &amp;bitMask)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a368">init3d</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Startup initialisation.</em> <a href="#a368">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="namespaceNL3D.html#a369">NEL3DCalcBase</a> (CVector &amp;direction, CMatrix &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a370">matrix</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a370">initPassTriArray</a> (<a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &amp;pass)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a371">drawPassTriArray</a> (<a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;mat)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a372">fastFloorBegin</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a373">fastFloorEnd</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a374">fastFloor</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>)</td></tr>
+<tr><td nowrap align=right valign=top>CRGBA&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a375">computeLodLighting</a> (const CVector &amp;lightObjectSpace, const CVector &amp;normalPtr, CRGBA ambient, CRGBA diffuse)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CAABBoxExt.html">NLMISC::CAABBoxExt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a376">makeBBox</a> (const std::vector&lt; CVector &gt; &amp;Vertices)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class TMatrixArray&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a377">computeBoneMatrixes3x4</a> (TMatrixArray &amp;boneMat3x4, const vector&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt; &amp;matInfs, const <a class="el" href="classNL3D_1_1CSkeletonModel.html">CSkeletonModel</a> *skeleton)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a378">applyArraySkinNormalT</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> numMatrixes, <a class="el" href="memory__common_8h.html#a11">uint32</a> *infPtr, <a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, <a class="el" href="memory__common_8h.html#a15">uint</a> normalOff, <a class="el" href="memory__common_8h.html#a7">uint8</a> *destVertexPtr, vector&lt; <a class="el" href="classNL3D_1_1CMatrix3x4.html">CMatrix3x4</a> &gt; &amp;boneMat3x4, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, <a class="el" href="memory__common_8h.html#a15">uint</a> nInf)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a379">applyArraySkinTangentSpaceT</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> numMatrixes, <a class="el" href="memory__common_8h.html#a11">uint32</a> *infPtr, <a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, <a class="el" href="memory__common_8h.html#a15">uint</a> normalOff, <a class="el" href="memory__common_8h.html#a15">uint</a> tgSpaceOff, <a class="el" href="memory__common_8h.html#a7">uint8</a> *destVertexPtr, vector&lt; <a class="el" href="classNL3D_1_1CMatrix3x4.html">CMatrix3x4</a> &gt; &amp;boneMat3x4, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, <a class="el" href="memory__common_8h.html#a15">uint</a> nInf)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a380">applyArraySkinNormalT</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> numMatrixes, <a class="el" href="memory__common_8h.html#a11">uint32</a> *infPtr, <a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, <a class="el" href="memory__common_8h.html#a15">uint</a> normalOff, <a class="el" href="memory__common_8h.html#a7">uint8</a> *destVertexPtr, <a class="el" href="classNL3D_1_1CMatrix3x4SSEArray.html">CMatrix3x4SSEArray</a> &amp;boneMat3x4, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, <a class="el" href="memory__common_8h.html#a15">uint</a> nInf)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a381">applyArraySkinTangentSpaceT</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> numMatrixes, <a class="el" href="memory__common_8h.html#a11">uint32</a> *infPtr, <a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *srcSkinPtr, CVector *srcVertexPtr, CVector *srcNormalPtr, CVector *tgSpacePtr, <a class="el" href="memory__common_8h.html#a15">uint</a> normalOff, <a class="el" href="memory__common_8h.html#a15">uint</a> tgSpaceOff, <a class="el" href="memory__common_8h.html#a7">uint8</a> *destVertexPtr, <a class="el" href="classNL3D_1_1CMatrix3x4SSEArray.html">CMatrix3x4SSEArray</a> &amp;boneMat3x4, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, <a class="el" href="memory__common_8h.html#a15">uint</a> nInf)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a382">SetupForMaterial</a> (const <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;mat, <a class="el" href="classNL3D_1_1CScene.html">CScene</a> *scene)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a383">findElement</a> (vector&lt; <a class="el" href="memory__common_8h.html#a14">sint</a> &gt; &amp;array, <a class="el" href="memory__common_8h.html#a14">sint</a> elt)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a384">deleteElement</a> (vector&lt; <a class="el" href="memory__common_8h.html#a14">sint</a> &gt; &amp;array, <a class="el" href="memory__common_8h.html#a14">sint</a> elt)</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="namespaceNL3D.html#a385">IDToLittleEndian</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> input)</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="namespaceNL3D.html#a386">getUnpackLumelBlock</a> (const <a class="el" href="memory__common_8h.html#a7">uint8</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> pixel)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a387">bilinearColor</a> (CRGBA corners[4], <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;R, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;G, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;B)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a388">bilinearColorAndModulate</a> (CRGBA corners[4], <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a400">res</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a389">bilinearColorAndAdd</a> (CRGBA corners[4], <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>, CRGBA &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a400">res</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a390">NL3D_bilinearTileLightMap</a> (CRGBA *tex)</td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a391">noiseFloorF</a> (float f)</td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a392">noiseCeilF</a> (float f)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a393">noiseFloor</a> (float f)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a394">noiseCeil</a> (float f)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a395">computeDisplaceBilinear</a> (float sTile, float tTile, float &amp;sInc, float &amp;tInc, float &amp;sa, float &amp;ta, float &amp;sa1, float &amp;ta1)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a396">renderFaceVector</a> (<a class="el" href="classNL3D_1_1CLandscapeFaceVector.html">CLandscapeFaceVector</a> *fv)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a397">fastClamp01</a> (float &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a398">MakePrivate</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src1, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a399">Make4Private</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src1, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>init the tab used for computations.</em> <a href="#a399">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="namespaceNL3D.html#a400">MakeNPrivate</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src1, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op, <a class="el" href="memory__common_8h.html#a15">uint</a> nbReplicate)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>init the tab used for computations.</em> <a href="#a400">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; T&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a401">PSBinOpModulate</a> (T <a class="el" href="driver__opengl__extension__def_8h.html#a401">arg1</a>, T <a class="el" href="driver__opengl__extension__def_8h.html#a402">arg2</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Some template functions and some specialization for binary operations We don't override the usual operators, because we may want behaviour such as saturation, and this may be misleading with usual operators.</em> <a href="#a401">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; T&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a402">PSBinOpAdd</a> (T <a class="el" href="driver__opengl__extension__def_8h.html#a401">arg1</a>, T <a class="el" href="driver__opengl__extension__def_8h.html#a402">arg2</a>)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; T&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a403">PSBinOpSubtract</a> (T <a class="el" href="driver__opengl__extension__def_8h.html#a401">arg1</a>, T <a class="el" href="driver__opengl__extension__def_8h.html#a402">arg2</a>)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a404">PSBinOpModulate</a> (<a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p1, <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a405">PSBinOpAdd</a> (<a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p1, <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a406">PSBinOpSubtract</a> (<a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p1, <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> p2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a407">PSBinOpModulate</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t1, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a408">PSBinOpAdd</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t1, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a409">PSBinOpSubtract</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t1, <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> t2)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a410">MakePrivate</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const T *src1, const T *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a411">Make4Private</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const T *src1, const T *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a412">MakeNPrivate</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, const T *src1, const T *src2, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> numAttrib, <a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a> op, <a class="el" href="memory__common_8h.html#a15">uint</a> nbReplicate, <a class="el" href="memory__common_8h.html#a11">uint32</a> srcStep=(1&lt;&lt; 16))</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;typename T&gt; T&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a413">PSValueBlend</a> (const T &amp;t1, const T &amp;t2, float <a class="el" href="driver__opengl__extension__def_8h.html#a420">alpha</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a blending function it blends between t1 and t2 by the alpha amount specializing this function may help with some types of data that don't have the needed operator (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>).</em> <a href="#a413">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a414">PSValueBlend</a> (const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;t1, const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;t2, float <a class="el" href="driver__opengl__extension__def_8h.html#a420">alpha</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specialization of the PSValueBlend function.</em> <a href="#a414">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>template&lt;&gt; <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a415">PSValueBlend</a> (const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;t1, const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;t2, float <a class="el" href="driver__opengl__extension__def_8h.html#a420">alpha</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> specilization of the PSValueBlend function.</em> <a href="#a415">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="namespaceNL3D.html#a416">PSRegisterColorAttribs</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Register attribute makers based on colors (used in particle systems).</em> <a href="#a416">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a417">CPSAttribMaker&lt; NLMISC::CRGBA &gt;::getType</a> ()</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a418">DrawDot</a> (T it, <a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;vb, const <a class="el" href="classNL3D_1_1CPSAttribMaker.html">CPSAttribMaker</a>&lt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt; *colorScheme, <a class="el" href="memory__common_8h.html#a15">uint</a> leftToDo, <a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *owner, <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;mat, <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *driver, <a class="el" href="memory__common_8h.html#a11">uint32</a> srcStep)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>===================================================================.</em> <a href="#a418">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="namespaceNL3D.html#a419">CompensateEmission</a> (<a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *emittedType, <a class="el" href="memory__common_8h.html#a15">uint</a> emittedIndex, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> deltaT, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> ellapsedTime, float realEllapsedTimeRatio)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Compensate particle position and age by using the given deltaT.</em> <a href="#a419">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a420">GenEmitterPositions</a> (<a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *emitter, <a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *emittee, <a class="el" href="memory__common_8h.html#a15">uint</a> emitterIndex, <a class="el" href="memory__common_8h.html#a15">uint</a> numStep, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> deltaT, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> step, std::vector&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt; &amp;dest)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private : generate the various position of an emitter in the given tab for the given slice of time,.</em> <a href="#a420">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CVector&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a421">MakeRandomUnitVect</a> (void)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>====================================================================================== this produce a random unit vector.</em> <a href="#a421">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="namespaceNL3D.html#a422">BlurBytesTab</a> (const <a class="el" href="memory__common_8h.html#a7">uint8</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="cf__lexical_8cpp.html#a94">size</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>====================================================================================.</em> <a href="#a422">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="namespaceNL3D.html#a423">PSRegisterFloatAttribs</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Register attribute makers based on floats (used in particle systems).</em> <a href="#a423">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="namespaceNL3D.html#a424">operator&lt;</a> (const <a class="el" href="structNL3D_1_1CPSFloatCurveFunctor_1_1CCtrlPoint.html">CPSFloatCurveFunctor::CCtrlPoint</a> &amp;lhs, const <a class="el" href="structNL3D_1_1CPSFloatCurveFunctor_1_1CCtrlPoint.html">CPSFloatCurveFunctor::CCtrlPoint</a> &amp;rhs)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a425">PSRegisterIntAttribs</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Register attribute makers based on int (used in particle systems).</em> <a href="#a425">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="namespaceNL3D.html#a426">IntegrateSpeed</a> (<a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="cf__gramatical_8cpp.html#a70">count</a>, float *src1, const float *src2,float ellapsedTime)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a427">operator&lt;</a> (const <a class="el" href="classNL3D_1_1CPSLocatedBindable.html">CPSLocatedBindable</a> &amp;lhs, const <a class="el" href="classNL3D_1_1CPSLocatedBindable.html">CPSLocatedBindable</a> &amp;rhs)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>less operator on located bindable.</em> <a href="#a427">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const std::string&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a428">DummyShapeName</a> ("dummy mesh shape")</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a429">CreateDummyShape</a> (void)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>a private function that create a dummy mesh :a cube with dummy textures.</em> <a href="#a429">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a430">getMeshNumTri</a> (const <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> &amp;m)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private : eval the number of triangles in a mesh.</em> <a href="#a430">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="namespaceNL3D.html#a431">CheckForOpaqueAndTransparentFacesInMesh</a> (const <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> &amp;m, bool &amp;hasTransparentFaces, bool &amp;hasOpaqueFaces)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private use : check if there are transparent and / or opaque faces in a mesh.</em> <a href="#a431">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1IShape.html">IShape</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a432">GetDummyShapeFromBank</a> (<a class="el" href="classNL3D_1_1CShapeBank.html">CShapeBank</a> &amp;sb)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a433">ForceMaterialModulation</a> (<a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;destMat, <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;srcMat, <a class="el" href="memory__common_8h.html#a7">uint8</a> modulatedStages)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a434">DuplicatePrimitiveBlock</a> (const <a class="el" href="classNL3D_1_1CPrimitiveBlock.html">CPrimitiveBlock</a> &amp;srcBlock, <a class="el" href="classNL3D_1_1CPrimitiveBlock.html">CPrimitiveBlock</a> &amp;destBlock, <a class="el" href="memory__common_8h.html#a15">uint</a> nbReplicate, <a class="el" href="memory__common_8h.html#a15">uint</a> vertOffset)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This duplicate a primitive block n time in the destination primitive block This is used to draw several mesh at once For each duplication, vertices indices are shifted from the given offset (number of vertices in the mesh).</em> <a href="#a434">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a435">ScaleFloatGE</a> (float f, float deltaT, float clampValue, <a class="el" href="memory__common_8h.html#a15">uint</a> numStep)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Find a quantity to add to a float f such as f + deltaT * numStep, be &gt;= than a given float (endValue).</em> <a href="#a435">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a436">FillBufUsingSubdiv</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a415">value</a>, float clampValue, float &amp;startValue, float deltaT, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;maxNumStep, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *destPos, <a class="el" href="memory__common_8h.html#a11">uint32</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Private function used to fill a buffer with the same value by using the given subdivision.</em> <a href="#a436">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="namespaceNL3D.html#a437">ConvertToBumpMap</a> (<a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt; &amp;ptr)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a438">ConvertFromBumpMap</a> (<a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt; &amp;ptr)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a439">SetupModulatedStage</a> (<a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;m, <a class="el" href="memory__common_8h.html#a15">uint</a> stage, <a class="el" href="classNL3D_1_1CMaterial.html#z538_1">CMaterial::TTexSource</a> src1, <a class="el" href="classNL3D_1_1CMaterial.html#z538_1">CMaterial::TTexSource</a> src2)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>setup a stage as modulate, by specifying the source and destination.</em> <a href="#a439">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="namespaceNL3D.html#a440">operator&lt;</a> (const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;p1, const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;p2)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a441">PSRegisterPlaneBasisAttribs</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Register attribute makers based on colors (used in particle systems).</em> <a href="#a441">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="namespaceNL3D.html#a442">SetupQuadVBTexCoords</a> (<a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;vb, <a class="el" href="memory__common_8h.html#a15">uint</a> texCoordSet)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>================================================================================== fill textures coordinates for a quad vb.</em> <a href="#a442">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="namespaceNL3D.html#a443">FillQuadCoords</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, const <a class="el" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a> &amp;speed, float time, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a410">num</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a444">FillQuadCoordsLocalTime</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a374">stride</a>, const <a class="el" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a> &amp;speed, <a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> &amp;srcLoc, <a class="el" href="memory__common_8h.html#a15">uint</a> startIndex, <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a410">num</a>, <a class="el" href="memory__common_8h.html#a11">uint32</a> srcStep)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a445">CreateGradientTexture</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private use : this create a gradient texture that goew from black to white.</em> <a href="#a445">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a446">BuildRibbonFirstSlice</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;pos, <a class="el" href="memory__common_8h.html#a15">uint</a> numVerts, <a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>=========================================================================.</em> <a href="#a446">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a447">ComputeRibbonSlice</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;prev, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;next, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *shape, <a class="el" href="memory__common_8h.html#a15">uint</a> numVerts, <a class="el" href="memory__common_8h.html#a7">uint8</a> *dest, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, float <a class="el" href="cf__lexical_8cpp.html#a94">size</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>=========================================================================.</em> <a href="#a447">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a448">ComputeUntexturedRibbonMesh</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *destVb, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *curve, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *shape, <a class="el" href="memory__common_8h.html#a15">uint</a> numSegs, <a class="el" href="memory__common_8h.html#a15">uint</a> numVerticesInShape, float sizeIncrement, float <a class="el" href="cf__lexical_8cpp.html#a94">size</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>=========================================================================.</em> <a href="#a448">More...</a><em></em></font><br><br></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="namespaceNL3D.html#a449">ComputeTexturedRibbonMesh</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *destVb, <a class="el" href="memory__common_8h.html#a15">uint</a> vertexSize, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *curve, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *shape, <a class="el" href="memory__common_8h.html#a15">uint</a> numSegs, <a class="el" href="memory__common_8h.html#a15">uint</a> numVerticesInShape, float sizeIncrement, float <a class="el" href="cf__lexical_8cpp.html#a94">size</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>=========================================================================.</em> <a href="#a449">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="namespaceNL3D.html#a450">BuildHermiteVector</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;P0, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;P1, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;T0, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;T1, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;dest, float lambda)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>build some hermite spline value, with the given points and tangents.</em> <a href="#a450">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="namespaceNL3D.html#a451">BuildLinearVector</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;P0, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;P1, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;dest, float lambda, float oneMinusLambda)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>for test.</em> <a href="#a451">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="namespaceNL3D.html#a452">MakeProj</a> (<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;dest, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a453">BuildSlice</a> (const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;mat, <a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;vb, <a class="el" href="memory__common_8h.html#a7">uint8</a> *currVert, <a class="el" href="memory__common_8h.html#a11">uint32</a> vertexSize, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;I, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;K, TRibbonVect::iterator pos, TRibbonVect::iterator prev, TRibbonVect::iterator next, float ribSize)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>TODO: some optimisation to get a better speed.</em> <a href="#a453">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="namespaceNL3D.html#a454">operator&lt;</a> (const <a class="el" href="structNL3D_1_1CEdge.html">CEdge</a> &amp;e1, const <a class="el" href="structNL3D_1_1CEdge.html">CEdge</a> &amp;e2)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a455">registerSerial3d</a> ()</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This global function register all Serialisable Polymorphic 3D classes.</em> <a href="#a455">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="namespaceNL3D.html#a456">strReplaceAll</a> (string &amp;strInOut, const string &amp;tokenSrc, const string &amp;tokenDst)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a457">SegRemanenceShapeId</a> (0x4ef83d8d, 0x14d018f7)</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="namespaceNL3D.html#a458">DuplicateMBAndAddTexCoord</a> (<a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;outMeshBuild, const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;inMeshBuild)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>private func : duplicate a mesh build It returns the index of the new texture coordinate or 0 if the conversion couldn't occur..</em> <a href="#a458">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="namespaceNL3D.html#a459">BuildTGSpaceVect</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;normal, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;sGrad, <a class="el" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> &amp;result)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a460">BuildTriFromMB</a> (const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;mb, const <a class="el" href="memory__common_8h.html#a15">uint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a358">index</a>[3], <a class="el" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> &amp;tri)</td></tr>
+<tr><td nowrap align=right valign=top>bool&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a461">BuildTangentSpace</a> (<a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;outMeshBuild, const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;inMeshBuild)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This add tangent space information to a vertex buffer.</em> <a href="#a461">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="namespaceNL3D.html#a462">matchEdge</a> (const CVector2f &amp;uv0, const CVector2f &amp;uv1, const CVector2f &amp;uva, const CVector2f &amp;uvb)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a463">BuildDsDt</a> (<a class="el" href="memory__common_8h.html#a11">uint32</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>, <a class="el" href="memory__common_8h.html#a9">uint16</a> *dest, bool absolute)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>create a DsDt texture from a height map (red component of a rgba bitmap).</em> <a href="#a463">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a464">NormalizeDsDt</a> (<a class="el" href="memory__common_8h.html#a9">uint16</a> *<a class="el" href="driver__opengl__extension__def_8h.html#a409">src</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>, bool absolute)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Normalize a DsDt texture after it has been built, and return the normalization factor.</em> <a href="#a464">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="namespaceNL3D.html#a465">GetTextureSize</a> (<a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *tex, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, <a class="el" href="memory__common_8h.html#a15">uint</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>===================================================================================================== This is used to get the size of a texture, with an optimisation in the case of texture files.</em> <a href="#a465">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a466">WhitePix</a> (255, 255, 255, 255)</td></tr>
+<tr><td nowrap align=right valign=top>std::string&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a467">DummyTexName</a> ("CTextureMultiFile:Dummy")</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a468">TroncFileName</a> (char *sDest, const char *sSrc)</td></tr>
+<tr><td nowrap align=right valign=top>template&lt;class T, class TKeyVal&gt; void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a469">copyToValue</a> (T &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a415">value</a>, const TKeyVal &amp;keyval)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a470">copyToValue</a> (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;col, const CVector &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a471">copyToValue</a> (<a class="el" href="memory__common_8h.html#a10">sint32</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a415">value</a>, const float &amp;f)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CNoiseValue.html">CNoiseValue</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a472">RandomGenerator</a> (0, 1, 7.68f)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a473">computeVegetVertexLighting</a> (const CVector &amp;rotNormal, bool instanceDoubleSided, const CVector &amp;sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA, <a class="el" href="classNL3D_1_1CVegetableLightEx.html">CVegetableLightEx</a> &amp;vegetLex, CRGBA diffusePL[2], CRGBA *dstFront, CRGBA *dstBack)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a474">computeVegetVertexLightingForceBestSided</a> (const CVector &amp;rotNormal, bool instanceDoubleSided, const CVector &amp;sunDir, CRGBA primaryRGBA, CRGBA secondaryRGBA, <a class="el" href="classNL3D_1_1CVegetableLightEx.html">CVegetableLightEx</a> &amp;vegetLex, CRGBA diffusePL[2], CRGBA *dstFront, CRGBA *dstBack)</td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a475">BilinFilter</a> (float v0, float v1, float v2, float v3, float u, float <a class="el" href="driver__opengl__extension__def_8h.html#a368">v</a>)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a476">FillWaterVB</a> (<a class="el" href="memory__common_8h.html#a7">uint8</a> *&amp;vbPointer, float <a class="el" href="driver__opengl__extension__def_8h.html#a364">x</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a365">y</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a366">z</a>, float nx, float ny)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>store a value in a water vertex buffer, and increment the pointer.</em> <a href="#a476">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="namespaceNL3D.html#a477">SetupWaterVertex</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> qLeft, <a class="el" href="memory__common_8h.html#a14">sint</a> qRight, <a class="el" href="memory__common_8h.html#a14">sint</a> qUp, <a class="el" href="memory__common_8h.html#a14">sint</a> qDown, <a class="el" href="memory__common_8h.html#a14">sint</a> qSubLeft, <a class="el" href="memory__common_8h.html#a14">sint</a> qSubDown, const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;inter, float invWaterRatio, <a class="el" href="memory__common_8h.html#a14">sint</a> doubleWaterHeightMapSize, <a class="el" href="classNL3D_1_1CWaterHeightMap.html">CWaterHeightMap</a> &amp;whm, <a class="el" href="memory__common_8h.html#a7">uint8</a> *&amp;vbPointer, float offsetX, float offsetY)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this inline function setup one WaterPrev vertex.</em> <a href="#a477">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="namespaceNL3D.html#a478">ComputeUpMatrix</a> (const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;J, <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;dest, const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;defaultMat)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a479">DrawPoly2D</a> (<a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;vb, <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *drv, const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;mat, const <a class="el" href="classNLMISC_1_1CPolygon.html">NLMISC::CPolygon</a> &amp;p)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CWaterPoolManager.html">CWaterPoolManager</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a480">GetWaterPoolManager</a> ()</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CVertexProgram.html">CVertexProgram</a> *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a481">BuildWaterVP</a> (bool diffuseMap, bool bumpMap, bool use2BumpMap)</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Build a vertex program for water depending on requirements.</em> <a href="#a481">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>CVector2f&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a482">st2uv</a> (<a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> <a class="el" href="driver__opengl__extension__def_8h.html#a384">t</a>, const <a class="el" href="structNL3D_1_1CPatchInfo.html">CPatchInfo</a> &amp;patch)</td></tr>
+<tr><td nowrap align=right valign=top>void&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a483">uv2st</a> (const CVector2f &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a404">in</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a383">s</a>, <a class="el" href="memory__common_8h.html#a14">sint</a> &amp;<a class="el" href="driver__opengl__extension__def_8h.html#a384">t</a>, const <a class="el" href="structNL3D_1_1CPatchInfo.html">CPatchInfo</a> &amp;patch)</td></tr>
+<tr><td colspan=2><br><h2>Variables</h2></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a3">AnimDetailTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x373f6772, 0x3f562fa3)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a11">CAnimatedValueBool</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a4">atoto1</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a12">CAnimatedValueInt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a5">atoto2</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a13">CAnimatedValueFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a6">atoto3</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a14">CAnimatedValueVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a7">atoto4</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a15">CAnimatedValueString</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a8">atoto5</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a16">CAnimatedValueQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a9">atoto6</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a17">CAnimatedValueRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a10">atoto7</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a18">CameraId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5752634c, 0x6abe76f5)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a25">ClipTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x135208fe, 0x225334fc)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a26">ClusterId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x13f37e46, 0x3e880780)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a27">CoarseMeshManagerId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x77554f87, 0x5bb373d8)</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a31">IDRV_CREATE_PROC_NAME</a> = "NL3D_createIDriverInstance"</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a33">IDRV_VERSION_PROC_NAME</a> = "NL3D_interfaceVersion"</td></tr>
+<tr><td nowrap align=right valign=top>double&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a34">OptFastFloorMagicConst</a> = pow(2,52) + pow(2,51)</td></tr>
+<tr><td nowrap align=right valign=top>int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a35">OptFastFloorBkupCW</a></td></tr>
+<tr><td nowrap align=right valign=top>float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a36">OptFastFloorMagicConst24</a> = (float)pow(2,23)</td></tr>
+<tr><td nowrap align=right valign=top>int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a37">OptFastFloorBkupCW24</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a38">FlareModelClassId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x6d674c32, 0x53b961a0)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a39">MaxFlareNum</a> = 10</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="structNL3D_1_1CSinWave.html">NL3D::CSinWave</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a40">_SinWave</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a41">HrcTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5ad56382, 0x2a711530)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a60">CKeyTCBFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a42">ktoto0</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a61">CKeyTCBVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a43">ktoto1</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a62">CKeyTCBQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a44">ktoto2</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a63">CKeyBezierFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a45">ktoto4</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a64">CKeyBezierVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a46">ktoto5</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a65">CKeyBezierQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a47">ktoto6</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a53">CKeyString</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a48">ktoto8</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a54">CKeyBool</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a49">ktoto9</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a55">CKeyFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a50">ktoto10</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a56">CKeyVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a51">ktoto11</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="namespaceNL3D.html#a57">CKeyQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a52">ktoto12</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a66">NbTilesMax</a> = 65536</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a67">TextureNearSize</a> = 512</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a> = <a class="el" href="namespaceNL3D.html#a67">TextureNearSize</a>/NL_TILE_LIGHTMAP_SIZE</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a69">NbTileLightMapByTexture</a> = <a class="el" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a>*<a class="el" href="namespaceNL3D.html#a68">NbTileLightMapByLine</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="namespaceNL3D.html#a70">NL3D_LandscapeGlobals_PassNTri</a> = 0</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="namespaceNL3D.html#a71">NL3D_LandscapeGlobals_PassTriCurPtr</a> = NULL</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a72">LandscapeModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5a573b55, 0x6b395829)</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a73">ProfNTessFace</a> = 0</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a74">ProfNRdrFar0</a> = 0</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a75">ProfNRdrFar1</a> = 0</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a76">ProfNRdrTile</a> [NL3D_MAX_TILE_PASS]</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a77">ProfNRefineFaces</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a78">ProfNRefineComputeFaces</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a79">ProfNRefineLeaves</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a80">ProfNSplits</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a81">ProfNMerges</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a82">ProfNRefineInTileTransition</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a83">ProfNRefineWithLowDistance</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a84">ProfNSplitsPass</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CLVBSqrDistLUT.html">CLVBSqrDistLUT</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a85">NL3D_InitSqrDistLUT</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a86">NL3D_LandscapeCommonStartProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const string&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a87">NL3D_LandscapeTestSpeedProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a88">NL3D_LandscapeFar0EndProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a89">NL3D_LandscapeFar1EndProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a90">NL3D_LandscapeTileEndProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a91">NL3D_LandscapeTileLightMapEndProgram</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Same version but write Tex0 to take uv2, ie v[13], for lightmap pass.</em> <a href="#a91">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a92">LightTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x328f500a, 0x57600db9)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a93">LoadBalancingTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7181548, 0x36ad3c10)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a> = 4</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a95">IDRV_TOUCHED_BLENDFUNC</a> = 0x00000001</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a96">IDRV_TOUCHED_BLEND</a> = 0x00000002</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a97">IDRV_TOUCHED_SHADER</a> = 0x00000004</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a98">IDRV_TOUCHED_ZFUNC</a> = 0x00000008</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a99">IDRV_TOUCHED_ZBIAS</a> = 0x00000010</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a100">IDRV_TOUCHED_COLOR</a> = 0x00000020</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a101">IDRV_TOUCHED_LIGHTING</a> = 0x00000040</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a102">IDRV_TOUCHED_DEFMAT</a> = 0x00000080</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a103">IDRV_TOUCHED_ZWRITE</a> = 0x00000100</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a104">IDRV_TOUCHED_DOUBLE_SIDED</a> = 0x00000200</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a105">IDRV_TOUCHED_LIGHTMAP</a> = 0x00000400</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a106">IDRV_TOUCHED_ALPHA_TEST</a> = 0x00000800</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a107">IDRV_TOUCHED_ALPHA_TEST_THRE</a> = 0x00001000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a108">IDRV_TOUCHED_TEX</a> [<a class="el" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>]</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a109">IDRV_TOUCHED_ALL</a> = 0xFFFFFFFF</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a110">IDRV_MAT_HIDE</a> = 0x00000001</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a111">IDRV_MAT_TSP</a> = 0x00000002</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a112">IDRV_MAT_ZWRITE</a> = 0x00000004</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a113">IDRV_MAT_ZLIST</a> = 0x00000008</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a114">IDRV_MAT_LIGHTING</a> = 0x00000010</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a115">IDRV_MAT_SPECULAR</a> = 0x00000020</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a116">IDRV_MAT_DEFMAT</a> = 0x00000040</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a117">IDRV_MAT_BLEND</a> = 0x00000080</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a118">IDRV_MAT_DOUBLE_SIDED</a> = 0x00000100</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a119">IDRV_MAT_ALPHA_TEST</a> = 0x00000200</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a120">IDRV_MAT_TEX_ADDR</a> = 0x00000400</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a121">IDRV_MAT_LIGHTED_VERTEX_COLOR</a> = 0x00000800</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a122">IDRV_MAT_GEN_TEX_0</a> = 0x00001000</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>automatic texture coordinate generation.</em> <a href="#a122">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a123">IDRV_MAT_GEN_TEX_1</a> = 0x00002000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a124">IDRV_MAT_GEN_TEX_2</a> = 0x00004000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a125">IDRV_MAT_GEN_TEX_3</a> = 0x00008000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a126">IDRV_MAT_GEN_TEX_4</a> = 0x00010000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a127">IDRV_MAT_GEN_TEX_5</a> = 0x00020000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a128">IDRV_MAT_GEN_TEX_6</a> = 0x00040000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a129">IDRV_MAT_GEN_TEX_7</a> = 0x00080000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a130">IDRV_MAT_USER_TEX_0_MAT</a> = 0x00100000</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>user texture matrix.</em> <a href="#a130">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a131">IDRV_MAT_USER_TEX_1_MAT</a> = 0x00200000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a132">IDRV_MAT_USER_TEX_2_MAT</a> = 0x00400000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a133">IDRV_MAT_USER_TEX_3_MAT</a> = 0x00800000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a134">IDRV_MAT_USER_TEX_4_MAT</a> = 0x01000000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a135">IDRV_MAT_USER_TEX_5_MAT</a> = 0x02000000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a136">IDRV_MAT_USER_TEX_6_MAT</a> = 0x04000000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a137">IDRV_MAT_USER_TEX_7_MAT</a> = 0x08000000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a138">IDRV_MAT_USER_TEX_MAT_ALL</a> = 0x0FF00000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a139">IDRV_MAT_USER_TEX_FIRST_BIT</a> = 20</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a140">MeshBaseInstanceId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0xef44331, 0x739f6bcf)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a141">MeshInstanceId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x6bfe0a34, 0x23b26dc9)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a142">MeshMRMInstanceId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0xec608f3, 0x1111c33)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a143">NL_BlockByteL1</a> = 4096</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a144">MeshMultiLodInstanceId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x1ade6ef8, 0x75c5a84)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a145">VPLightConstantStart</a> = 24</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a146">PPLightingVPCodeBegin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>We store the first tangent vector of the tangent space in v[8].</em> <a href="#a146">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a147">PPLightingVPNormalizeCodeBegin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The same as above, but for skin / MRM : This normalize the tangent basis.</em> <a href="#a147">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a148">PPLightingNoSpecVPCodeBegin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a149">PPLightingVPNormalizeNoSpecCodeBegin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Omni light with normalization and no specular.</em> <a href="#a149">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a150">PPLightingDirectionnalVPCodeBegin</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>We store the direction of the light rather than its position The direction must be normalized and expressed in model space.</em> <a href="#a150">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a151">PPLightingDirectionnalVPNormalizeCodeBegin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a152">PPLightingDirectionnalNoSpecVPCodeBegin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a153">PPLightingDirectionnalNoSpecVPNormalizeCodeBegin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a154">PPLightingVPCodeEnd</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a155">WindTreeVPCodeWave</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a156">WindTreeVPCodeEnd</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a157">QuadDepth</a> = 10</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a158">GridSize</a> = 512</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a159">GridEltSize</a> = 2</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a162">NL3D_OO255</a> = 1.0f / 255</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CRandomGrid3D.html">CRandomGrid3D</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a163">NL3D_RandomGrid3D</a></td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a164">PSDefaultMaxViewDist</a> = 300.f</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>the default max distance of view for particle systems.</em> <a href="#a164">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a165">MaxPSUserParam</a> = 4</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>number user params for a particle system.</em> <a href="#a165">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a172">ParticleSystemModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x3a9b1dc3, 0x49627ff0)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a173">NL3DDecompressLumelFactor0Case0</a> [8]</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a174">NL3DDecompressLumelFactor1Case0</a> [8]</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a175">NL3DDecompressLumelFactor0Case1</a> [6]</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a176">NL3DDecompressLumelFactor1Case1</a> [6]</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="namespaceNL3D.html#a177">NL3DPixelStartLumel</a> [4] = {0, 4*3, 3, 0}</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="namespaceNL3D.html#a178">NL3DDeltaLumel</a> [4] = {4, 1, 4, 1}</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a179">PointLightModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7e842eba, 0x140b6c69)</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a186">MaxInputValue</a> = 1.0f</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Here we define attribute maker, that is object that can produce an attribute following some rule.</em> <a href="#a186">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a187">PSBinOpBufSize</a> = 1024</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The size of the buffer use for intermediate operations with a binary operator.</em> <a href="#a187">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a188">dotBufSize</a> = 1024</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a189">emitterBuffSize</a> = 512</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a190">FanLightBufSize</a> = 128</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a191">NumVertsInBuffer</a> = 4 * <a class="el" href="namespaceNL3D.html#a190">FanLightBufSize</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a192">BFNumPredefinedPos</a> = 8192</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Brownian force implementation.</em> <a href="#a192">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a193">BFPredefinedNumInterp</a> = 256</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a194">BFNumPrecomputedImpulsions</a> = 1024</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>this should divide BFNumPredefinedPos.</em> <a href="#a194">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a200">DefaultMaxLocatedInstance</a> = 1</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a202">PSForce</a> = 0</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a203">PSParticle</a> = 1</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a204">PSEmitter</a> = 2</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a205">PSLight</a> = 3</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a206">PSZone</a> = 4</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a207">PSSound</a> = 5</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a211">ConstraintMeshMaxNumVerts</a> = 512</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a212">ConstraintMeshBufSize</a> = 64</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a213">ConstraintMeshMaxNumPrerotatedModels</a> = 32</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a214">GradientB2W</a> [] = {<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>(0, 0, 0, 0), <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>(255, 255, 255, 255) }</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a215">EndRibbonStorage</a> = 1</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a216">ZEpsilon</a> = 10E-3f</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a217">NormEpsilon</a> = 10E-8f</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a219">ShockWaveBufSize</a> = 128</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a220">SoundBufSize</a> = 1024</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a221">PSCollideEpsilon</a> = 10E-3f</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This epsilon is in meter and give a thickness to surfaces for tests.</em> <a href="#a221">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a224">QuadGridClipClusterId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x31d517aa, 0x2c4357a0)</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a225">LightingVPFragmentNormalize</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a226">LightingVPFragmentNoSpecular_Begin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a227">LightingVPFragmentNoSpecular_PL</a> []</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a228">LightingVPFragmentNoSpecular_End</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a229">LightingVPFragmentSpecular_Begin</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a230">LightingVPFragmentSpecular_PL</a> []</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a231">LightingVPFragmentSpecular_End</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a232">RenderTravId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x572456ee, 0x3db55f23)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a233">RootModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x25f0505d, 0x75c69f9)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a236">SkeletonModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7d4703b4, 0x43ad6ab1)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a237">SkipModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x143f5849, 0x2847496e)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a238">TileUvFmtNormal1</a> = 0</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a239">TileUvFmtNormal2</a> = 1</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a240">TileUvFmtNormal3</a> = 2</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a241">TileUvFmtNormal4</a> = 3</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a242">TileUvFmtNormal5</a> = 4</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a243">TileSize</a> = 128</td></tr>
+<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a244">OO32768</a> = 1.0f/0x8000</td></tr>
+<tr><td nowrap align=right valign=top>const int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a248">TextureSizeX</a> = 1024</td></tr>
+<tr><td nowrap align=right valign=top>const int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a249">TextureSizeY</a> = 1024</td></tr>
+<tr><td nowrap align=right valign=top>const int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a250">Categories</a> [TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32, 64 }</td></tr>
+<tr><td nowrap align=right valign=top>const int&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a251">NbLine</a> [TEXTUREFONT_NBCATEGORY] = { 8, 24, 16, 4, 1 }</td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBFloat.html">CTrackKeyFramerTCBFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a252">ttoto0</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBVector.html">CTrackKeyFramerTCBVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a253">ttoto1</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBQuat.html">CTrackKeyFramerTCBQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a254">ttoto2</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBInt.html">CTrackKeyFramerTCBInt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a255">ttoto3</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerTCBRGBA.html">CTrackKeyFramerTCBRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a256">ttoto8</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierFloat.html">CTrackKeyFramerBezierFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a257">ttoto4</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierVector.html">CTrackKeyFramerBezierVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a258">ttoto5</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierQuat.html">CTrackKeyFramerBezierQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a259">ttoto6</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierInt.html">CTrackKeyFramerBezierInt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a260">ttoto7</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerBezierRGBA.html">CTrackKeyFramerBezierRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a261">ttoto9</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearFloat.html">CTrackKeyFramerLinearFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a262">lattoto10</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearVector.html">CTrackKeyFramerLinearVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a263">lattoto11</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearQuat.html">CTrackKeyFramerLinearQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a264">lattoto12</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearInt.html">CTrackKeyFramerLinearInt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a265">lattoto13</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerLinearRGBA.html">CTrackKeyFramerLinearRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a266">lattoto14</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstFloat.html">CTrackKeyFramerConstFloat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a267">attoto10</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstVector.html">CTrackKeyFramerConstVector</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a268">attoto11</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstQuat.html">CTrackKeyFramerConstQuat</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a269">attoto12</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstInt.html">CTrackKeyFramerConstInt</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a270">attoto13</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstRGBA.html">CTrackKeyFramerConstRGBA</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a271">attoto16</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstString.html">CTrackKeyFramerConstString</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a272">attoto14</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CTrackKeyFramerConstBool.html">CTrackKeyFramerConstBool</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a273">attoto15</a></td></tr>
+<tr><td nowrap align=right valign=top>const double&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a274">NL3D_OO32767</a> = 1.0f/32767</td></tr>
+<tr><td nowrap align=right valign=top>const double&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a275">NL3D_OO65535</a> = 1.0f/65535</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a276">TransformId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x174750cb, 0xf952024)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a277">TransformShapeId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x1e6115e6, 0x63502517)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a278">VegetableBlendLayerModelId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x77375163, 0x2fca1003)</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a279">NL3D_FastBendProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a280">NL3D_BendProgramP0</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a281">NL3D_BendProgramP1</a></td></tr>
+<tr><td nowrap align=right valign=top>const string&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a282">NL3D_BendProgram</a> = string(<a class="el" href="namespaceNL3D.html#a280">NL3D_BendProgramP0</a>) + string(<a class="el" href="namespaceNL3D.html#a281">NL3D_BendProgramP1</a>)</td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a283">NL3D_LightedStartVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a284">NL3D_LightedMiddle1SidedVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a285">NL3D_LightedMiddle2SidedVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a286">NL3D_UnlitStartVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a287">NL3D_UnlitMiddle1SidedVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a288">NL3D_UnlitMiddle2SidedVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a289">NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a290">NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a291">NL3D_CommonEndVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a292">NL3D_SimpleStartVegetableProgram</a></td></tr>
+<tr><td nowrap align=right valign=top><a class="el" href="classNL3D_1_1CVegetableQuadrant.html">CVegetableQuadrant</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a293">InitVegetableQuadrant</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a298">TileDescNodeAllocatorBlockSize</a> = 40000</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a299">PatchQuadBlockAllocatorBlockSize</a> = 160</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a300">NumWaterMap</a> = 3</td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This class is a portion of water, it encodes its height, and simulates its propagation.</em> <a href="#a300">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a301">WaterVPStartCode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>The first part of the program does the following : Compute linear distance to eye Attenuate height with distance Attenuate normal with distance (e.g at max distance, the normal is (0, 0, 1) Transform vertex pos into view space compute fog coordinate At the end of the program we got : R1 = (eye - vertex).normed() R0 = Attenuated normal at vertex R4 = position of point with attenuated height.</em> <a href="#a301">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a302">WaterVpBump2LayersCode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>This part of vertex program compute 2 layers of bump (for use with texture shaders).</em> <a href="#a302">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a303">WaterVpBump1LayersCode</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Version with one bump map only (Texture shaders support chaining of offset textures, EMBM does not).</em> <a href="#a303">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a304">WaterVpDiffuseMapStage3Code</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Optionnal diffuse texture in stage 3.</em> <a href="#a304">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a305">WaterVpDiffuseMapStage2Code</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Optionnal diffuse texture in stage 2.</em> <a href="#a305">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a306">WaterVpDiffuseMapStage1Code</a></td></tr>
+<tr><td>&nbsp;</td><td><font size=-1><em>Optionnal diffuse texture in stage 1.</em> <a href="#a306">More...</a><em></em></font><br><br></td></tr>
+<tr><td nowrap align=right valign=top>const char *&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a307">WaterVpNoBumpCode</a></td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CVertexBuffer.html#s51">CVertexBuffer::TValue</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a308">WATER_VB_POS</a> = CVertexBuffer::Position</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNL3D_1_1CVertexBuffer.html#s51">CVertexBuffer::TValue</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a309">WATER_VB_DX</a> = CVertexBuffer::TexCoord0</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a310">WaterModelClassId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x41a0732e, 0x6c664506)</td></tr>
+<tr><td nowrap align=right valign=top>const <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>&nbsp;</td><td valign=bottom><a class="el" href="namespaceNL3D.html#a311">WaveMakerModelClassId</a> = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x16da3356, 0x7dec65fd)</td></tr>
+</table>
+<hr><a name="_details"></a><h2>Detailed Description</h2>
+This namespace contains all 3D class.<hr><h2>Typedef Documentation</h2>
+<a name="a11" doxytag="NL3D::CAnimatedValueBool"></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 <a class="el" href="classNL3D_1_1CAnimatedValueNotBlendable.html">CAnimatedValueNotBlendable</a>&lt;bool&gt; NL3D::CAnimatedValueBool
+ </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="animated__value_8h-source.html#l00258">258</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="track_8cpp-source.html#l00202">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a13" doxytag="NL3D::CAnimatedValueFloat"></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 <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;float&gt; NL3D::CAnimatedValueFloat
+ </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="animated__value_8h-source.html#l00260">260</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="track_8cpp-source.html#l00058">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a12" doxytag="NL3D::CAnimatedValueInt"></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 <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<a class="el" href="memory__common_8h.html#a10">sint32</a>&gt; NL3D::CAnimatedValueInt
+ </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="animated__value_8h-source.html#l00259">259</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="track_8cpp-source.html#l00082">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a16" doxytag="NL3D::CAnimatedValueQuat"></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 <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a>&gt; NL3D::CAnimatedValueQuat
+ </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="animated__value_8h-source.html#l00263">263</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="bone_8cpp-source.html#l00091">NL3D::CBone::CBone</a>, <a class="el" href="water__shape_8cpp-source.html#l00324">NL3D::CWaterShape::createInstance</a>, <a class="el" href="particle__system__shape_8cpp-source.html#l00206">NL3D::CParticleSystemShape::createInstance</a>, <a class="el" href="water__shape_8cpp-source.html#l00595">NL3D::CWaterShape::getShapeInWorldSpace</a>, <a class="el" href="mesh__base_8cpp-source.html#l00252">NL3D::CMeshBase::instanciateMeshBase</a>, and <a class="el" href="track_8cpp-source.html#l00154">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a17" doxytag="NL3D::CAnimatedValueRGBA"></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 <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&gt; NL3D::CAnimatedValueRGBA
+ </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="animated__value_8h-source.html#l00264">264</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="track_8cpp-source.html#l00106">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a15" doxytag="NL3D::CAnimatedValueString"></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 <a class="el" href="classNL3D_1_1CAnimatedValueNotBlendable.html">CAnimatedValueNotBlendable</a>&lt;std::string&gt; NL3D::CAnimatedValueString
+ </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="animated__value_8h-source.html#l00262">262</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="track_8cpp-source.html#l00178">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a14" doxytag="NL3D::CAnimatedValueVector"></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 <a class="el" href="classNL3D_1_1CAnimatedValueBlendable.html">CAnimatedValueBlendable</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::CAnimatedValueVector
+ </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="animated__value_8h-source.html#l00261">261</a> of file <a class="el" href="animated__value_8h-source.html">animated_value.h</a>.
+<p>
+Referenced by <a class="el" href="bone_8cpp-source.html#l00091">NL3D::CBone::CBone</a>, <a class="el" href="water__shape_8cpp-source.html#l00670">NL3D::CWaveMakerShape::createInstance</a>, <a class="el" href="water__shape_8cpp-source.html#l00324">NL3D::CWaterShape::createInstance</a>, <a class="el" href="particle__system__shape_8cpp-source.html#l00206">NL3D::CParticleSystemShape::createInstance</a>, <a class="el" href="flare__shape_8cpp-source.html#l00100">NL3D::CFlareShape::createInstance</a>, <a class="el" href="water__shape_8cpp-source.html#l00595">NL3D::CWaterShape::getShapeInWorldSpace</a>, <a class="el" href="mesh__base_8cpp-source.html#l00252">NL3D::CMeshBase::instanciateMeshBase</a>, and <a class="el" href="track_8cpp-source.html#l00130">NL3D::ITrack::interpolate</a>. </td>
+ </tr>
+</table>
+<a name="a0" doxytag="NL3D::CAnimationTime"></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 float NL3D::CAnimationTime
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Animation time in second.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Cyril 'Hulud' Corvazier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2001 </dl>
+<p>
+Definition at line <a class="el" href="animation__time_8h-source.html#l00043">43</a> of file <a class="el" href="animation__time_8h-source.html">animation_time.h</a>. </td>
+ </tr>
+</table>
+<a name="a19" doxytag="NL3D::CChannelBool"></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 <a class="el" href="classNL3D_1_1CChannelNotBlendable.html">CChannelNotBlendable</a>&lt;bool&gt; NL3D::CChannelBool
+ </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="channel_8h-source.html#l00180">180</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a21" doxytag="NL3D::CChannelFloat"></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 <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;float&gt; NL3D::CChannelFloat
+ </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="channel_8h-source.html#l00182">182</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a20" doxytag="NL3D::CChannelInt"></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 <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;int&gt; NL3D::CChannelInt
+ </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="channel_8h-source.html#l00181">181</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a23" doxytag="NL3D::CChannelQuat"></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 <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a>&gt; NL3D::CChannelQuat
+ </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="channel_8h-source.html#l00184">184</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a24" doxytag="NL3D::CChannelString"></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 <a class="el" href="classNL3D_1_1CChannelNotBlendable.html">CChannelNotBlendable</a>&lt;std::string&gt; NL3D::CChannelString
+ </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="channel_8h-source.html#l00185">185</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a22" doxytag="NL3D::CChannelVector"></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 <a class="el" href="classNL3D_1_1CChannelBlendable.html">CChannelBlendable</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::CChannelVector
+ </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="channel_8h-source.html#l00183">183</a> of file <a class="el" href="channel_8h-source.html">channel.h</a>. </td>
+ </tr>
+</table>
+<a name="a63" doxytag="NL3D::CKeyBezierFloat"></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 <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt;float&gt; NL3D::CKeyBezierFloat
+ </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="key_8h-source.html#l00280">280</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a65" doxytag="NL3D::CKeyBezierQuat"></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 <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt;<a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a>&gt; NL3D::CKeyBezierQuat
+ </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="key_8h-source.html#l00282">282</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a64" doxytag="NL3D::CKeyBezierVector"></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 <a class="el" href="classNL3D_1_1CKeyBezier.html">CKeyBezier</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::CKeyBezierVector
+ </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="key_8h-source.html#l00281">281</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a54" doxytag="NL3D::CKeyBool"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;bool&gt; NL3D::CKeyBool
+ </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="key_8h-source.html#l00264">264</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a55" doxytag="NL3D::CKeyFloat"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;float&gt; NL3D::CKeyFloat
+ </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="key_8h-source.html#l00265">265</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a59" doxytag="NL3D::CKeyInt"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;<a class="el" href="memory__common_8h.html#a10">sint32</a>&gt; NL3D::CKeyInt
+ </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="key_8h-source.html#l00269">269</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a57" doxytag="NL3D::CKeyQuat"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;<a class="el" href="classNLMISC_1_1CQuat.html">NLMISC::CQuat</a>&gt; NL3D::CKeyQuat
+ </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="key_8h-source.html#l00267">267</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a58" doxytag="NL3D::CKeyRGBA"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&gt; NL3D::CKeyRGBA
+ </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="key_8h-source.html#l00268">268</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a53" doxytag="NL3D::CKeyString"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;std::string&gt; NL3D::CKeyString
+ </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="key_8h-source.html#l00263">263</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a60" doxytag="NL3D::CKeyTCBFloat"></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 <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt;float&gt; NL3D::CKeyTCBFloat
+ </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="key_8h-source.html#l00274">274</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a62" doxytag="NL3D::CKeyTCBQuat"></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 <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt;<a class="el" href="structNLMISC_1_1CAngleAxis.html">NLMISC::CAngleAxis</a>&gt; NL3D::CKeyTCBQuat
+ </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="key_8h-source.html#l00276">276</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a61" doxytag="NL3D::CKeyTCBVector"></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 <a class="el" href="classNL3D_1_1CKeyTCB.html">CKeyTCB</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::CKeyTCBVector
+ </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="key_8h-source.html#l00275">275</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a56" doxytag="NL3D::CKeyVector"></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 <a class="el" href="classNL3D_1_1CKey.html">CKey</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::CKeyVector
+ </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="key_8h-source.html#l00266">266</a> of file <a class="el" href="key_8h-source.html">key.h</a>. </td>
+ </tr>
+</table>
+<a name="a29" doxytag="NL3D::emptyProc"></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 void(* NL3D::emptyProc)(void)
+ </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="driver_8h-source.html#l00112">112</a> of file <a class="el" href="driver_8h-source.html">driver.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl_8cpp-source.html#l01248">NL3D::CDriverGL::getWindowProc</a>. </td>
+ </tr>
+</table>
+<a name="a30" doxytag="NL3D::IDRV_CREATE_PROC"></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 <a class="el" href="classNL3D_1_1IDriver.html">IDriver</a>*(* NL3D::IDRV_CREATE_PROC)(void)
+ </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="dru_8cpp-source.html#l00051">51</a> of file <a class="el" href="dru_8cpp-source.html">dru.cpp</a>.
+<p>
+Referenced by <a class="el" href="dru_8cpp-source.html#l00059">NL3D::CDRU::createGlDriver</a>. </td>
+ </tr>
+</table>
+<a name="a32" doxytag="NL3D::IDRV_VERSION_PROC"></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 <a class="el" href="memory__common_8h.html#a11">uint32</a>(* NL3D::IDRV_VERSION_PROC)(void)
+ </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="dru_8cpp-source.html#l00054">54</a> of file <a class="el" href="dru_8cpp-source.html">dru.cpp</a>.
+<p>
+Referenced by <a class="el" href="dru_8cpp-source.html#l00059">NL3D::CDRU::createGlDriver</a>. </td>
+ </tr>
+</table>
+<a name="a161" doxytag="NL3D::ItEdgeMap"></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 TEdgeMap::iterator NL3D::ItEdgeMap
+ </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="mrm__internal_8h-source.html#l00207">207</a> of file <a class="el" href="mrm__internal_8h-source.html">mrm_internal.h</a>.
+<p>
+Referenced by <a class="el" href="mrm__builder_8cpp-source.html#l00930">NL3D::CMRMBuilder::collapseEdges</a>. </td>
+ </tr>
+</table>
+<a name="a235" doxytag="NL3D::ItShaderPtrList"></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 TShaderPtrList::iterator NL3D::ItShaderPtrList
+ </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="shader_8h-source.html#l00056">56</a> of file <a class="el" href="shader_8h-source.html">shader.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl_8h-source.html#l00158">NL3D::CShaderGL::CShaderGL</a>, <a class="el" href="shader_8h-source.html#l00066">NL3D::IShader::IShader</a>, <a class="el" href="driver_8cpp-source.html#l00073">NL3D::IDriver::release</a>, <a class="el" href="driver_8cpp-source.html#l00231">NL3D::IDriver::removeShaderPtr</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a246" doxytag="NL3D::ItTexDrvInfoPtrMap"></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 TTexDrvInfoPtrMap::iterator NL3D::ItTexDrvInfoPtrMap
+ </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="texture_8h-source.html#l00056">56</a> of file <a class="el" href="texture_8h-source.html">texture.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00046">NL3D::CTextureDrvInfosGL::CTextureDrvInfosGL</a>, <a class="el" href="texture_8h-source.html#l00069">NL3D::ITextureDrvInfos::ITextureDrvInfos</a>, <a class="el" href="driver_8cpp-source.html#l00218">NL3D::IDriver::removeTextureDrvInfoPtr</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>. </td>
+ </tr>
+</table>
+<a name="a247" doxytag="NL3D::ItTexDrvSharePtrList"></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 TTexDrvSharePtrList::iterator NL3D::ItTexDrvSharePtrList
+ </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="texture_8h-source.html#l00057">57</a> of file <a class="el" href="texture_8h-source.html">texture.h</a>.
+<p>
+Referenced by <a class="el" href="texture_8h-source.html#l00085">NL3D::CTextureDrvShare::CTextureDrvShare</a>, <a class="el" href="driver_8cpp-source.html#l00073">NL3D::IDriver::release</a>, <a class="el" href="driver_8cpp-source.html#l00226">NL3D::IDriver::removeTextureDrvSharePtr</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>. </td>
+ </tr>
+</table>
+<a name="a295" doxytag="NL3D::ItVBDrvInfoPtrList"></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 TVBDrvInfoPtrList::iterator NL3D::ItVBDrvInfoPtrList
+ </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="vertex__buffer_8h-source.html#l00064">64</a> of file <a class="el" href="vertex__buffer_8h-source.html">vertex_buffer.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl_8h-source.html#l00133">NL3D::CVBDrvInfosGL::CVBDrvInfosGL</a>, <a class="el" href="vertex__buffer_8h-source.html#l00077">NL3D::IVBDrvInfos::IVBDrvInfos</a>, <a class="el" href="driver_8cpp-source.html#l00073">NL3D::IDriver::release</a>, <a class="el" href="driver_8cpp-source.html#l00213">NL3D::IDriver::removeVBDrvInfoPtr</a>, and <a class="el" href="driver__opengl__vertex_8cpp-source.html#l00060">NL3D::CDriverGL::setupVertexBuffer</a>. </td>
+ </tr>
+</table>
+<a name="a297" doxytag="NL3D::ItVtxPrgDrvInfoPtrList"></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 TVtxPrgDrvInfoPtrList::iterator NL3D::ItVtxPrgDrvInfoPtrList
+ </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="vertex__program_8h-source.html#l00041">41</a> of file <a class="el" href="vertex__program_8h-source.html">vertex_program.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l01095">NL3D::CDriverGL::activeEXTVertexShader</a>, <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00078">NL3D::CDriverGL::activeNVVertexProgram</a>, <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00044">NL3D::CVertexProgamDrvInfosGL::CVertexProgamDrvInfosGL</a>, <a class="el" href="vertex__program_8cpp-source.html#l00038">NL3D::IVertexProgramDrvInfos::IVertexProgramDrvInfos</a>, <a class="el" href="driver_8cpp-source.html#l00073">NL3D::IDriver::release</a>, and <a class="el" href="driver_8cpp-source.html#l00236">NL3D::IDriver::removeVtxPrgDrvInfoPtr</a>. </td>
+ </tr>
+</table>
+<a name="a313" doxytag="NL3D::ItZoneMap"></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;<a class="el" href="memory__common_8h.html#a9">uint16</a>, <a class="el" href="classNL3D_1_1CZone.html">CZone</a>*&gt;::iterator NL3D::ItZoneMap
+ </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="src_23d_2zone_8h-source.html#l00057">57</a> of file <a class="el" href="src_23d_2zone_8h-source.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00778">NL3D::CLandscape::averageTesselationVertices</a>, <a class="el" href="landscape_8cpp-source.html#l02363">NL3D::CLandscape::buildCollideFaces</a>, <a class="el" href="landscape_8cpp-source.html#l02244">NL3D::CLandscape::checkBinds</a>, <a class="el" href="landscape_8cpp-source.html#l00589">NL3D::CLandscape::clip</a>, <a class="el" href="3d_2zone_8cpp-source.html#l00476">NL3D::CZone::compile</a>, <a class="el" href="landscape_8cpp-source.html#l03054">NL3D::CLandscape::enableVegetable</a>, <a class="el" href="landscape_8cpp-source.html#l00766">NL3D::CLandscape::excludePatchFromRefineAll</a>, <a class="el" href="landscape_8cpp-source.html#l00376">NL3D::CLandscape::forceMergeAtTileLevel</a>, <a class="el" href="landscape_8cpp-source.html#l00743">NL3D::CLandscape::refineAll</a>, <a class="el" href="3d_2zone_8cpp-source.html#l00567">NL3D::CZone::release</a>, <a class="el" href="landscape_8cpp-source.html#l03232">NL3D::CLandscape::removeAllPointLights</a>, <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>, <a class="el" href="landscape_8cpp-source.html#l00365">NL3D::CLandscape::resetRenderFarAndDeleteVBFV</a>, and <a class="el" href="landscape_8cpp-source.html#l03253">NL3D::CLandscape::setPointLightFactor</a>. </td>
+ </tr>
+</table>
+<a name="a28" doxytag="NL3D::ModeList"></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::vector&lt;<a class="el" href="classNL3D_1_1GfxMode.html">GfxMode</a>&gt; NL3D::ModeList
+ </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="driver_8h-source.html#l00101">101</a> of file <a class="el" href="driver_8h-source.html">driver.h</a>.
+<p>
+Referenced by <a class="el" href="driver__user_8cpp-source.html#l00173">NL3D::CDriverUser::enumModes</a>, and <a class="el" href="driver__opengl_8cpp-source.html#l00317">NL3D::CDriverGL::enumModes</a>. </td>
+ </tr>
+</table>
+<a name="a1" doxytag="NL3D::TAnimationTime"></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 float NL3D::TAnimationTime
+ </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="animation__time_8h-source.html#l00044">44</a> of file <a class="el" href="animation__time_8h-source.html">animation_time.h</a>.
+<p>
+Referenced by <a class="el" href="track__keyframer_8h-source.html#l00090">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::addKey</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01505">NL3D::CPSConstraintMesh::draw</a>, <a class="el" href="ps__mesh_8cpp-source.html#l00751">NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs</a>, <a class="el" href="track__sampled__vector_8cpp-source.html#l00107">NL3D::CTrackSampledVector::eval</a>, <a class="el" href="track__sampled__quat_8cpp-source.html#l00186">NL3D::CTrackSampledQuat::eval</a>, <a class="el" href="track__keyframer_8h-source.html#l00137">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::eval</a>, <a class="el" href="track_8h-source.html#l00116">NL3D::ITrackDefault::eval</a>, <a class="el" href="track__tcb_8h-source.html#l00400">CTrackKeyFramerTCB&lt; CKeyTCBQuat, NLMISC::CAngleAxis &gt;::evalKey</a>, <a class="el" href="track__tcb_8h-source.html#l00222">CTrackKeyFramerTCB::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00622">NL3D::CTrackKeyFramerLinear&lt; CKeyRGBA, NLMISC::CRGBA &gt;::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00576">NL3D::CTrackKeyFramerLinear&lt; CKeyQuat, CQuat &gt;::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00526">NL3D::CTrackKeyFramerLinear&lt; CKeyFloat, float &gt;::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00482">NL3D::CTrackKeyFramerConstBlendable&lt; CKeyQuat, CQuat &gt;::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00445">NL3D::CTrackKeyFramerConstNotBlendable&lt; CKeyString, std::string &gt;::evalKey</a>, <a class="el" href="track__bezier_8h-source.html#l00147">CTrackKeyFramerBezier&lt; CKeyBezierQuat, CQuat &gt;::evalKey</a>, <a class="el" href="track__bezier_8h-source.html#l00068">CTrackKeyFramerBezier::evalKey</a>, <a class="el" href="track__sampled__common_8cpp-source.html#l00211">NL3D::CTrackSampledCommon::evalTime</a>, <a class="el" href="particle__system_8h-source.html#l00441">NL3D::CParticleSystem::getAccurateIntegrationParams</a>, <a class="el" href="track__sampled__common_8cpp-source.html#l00067">NL3D::CTrackSampledCommon::getBeginTime</a>, <a class="el" href="track__keyframer_8h-source.html#l00224">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::getBeginTime</a>, <a class="el" href="track_8h-source.html#l00118">NL3D::ITrackDefault::getBeginTime</a>, <a class="el" href="animation_8cpp-source.html#l00125">NL3D::CAnimation::getBeginTime</a>, <a class="el" href="particle__system_8h-source.html#l00664">NL3D::CParticleSystem::getDelayBeforeDeathConditionTest</a>, <a class="el" href="scene_8h-source.html#l00258">NL3D::CScene::getEllapsedTime</a>, <a class="el" href="particle__system__model_8h-source.html#l00164">NL3D::CParticleSystemModel::getEllapsedTime</a>, <a class="el" href="track__sampled__common_8cpp-source.html#l00073">NL3D::CTrackSampledCommon::getEndTime</a>, <a class="el" href="track__keyframer_8h-source.html#l00231">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::getEndTime</a>, <a class="el" href="track_8h-source.html#l00122">NL3D::ITrackDefault::getEndTime</a>, <a class="el" href="animation_8cpp-source.html#l00157">NL3D::CAnimation::getEndTime</a>, <a class="el" href="ps__located_8h-source.html#l00278">NL3D::CPSLocated::getInitialLife</a>, <a class="el" href="track__keyframer_8cpp-source.html#l00035">NL3D::ITrackKeyFramer::getKeysInRange</a>, <a class="el" href="play__list__user_8cpp-source.html#l00046">NL3D::CPlayListUser::getLocalTime</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00313">NL3D::CAnimationPlaylist::getLocalTime</a>, <a class="el" href="water__shape_8h-source.html#l00290">NL3D::CWaveMakerShape::getPeriod</a>, <a class="el" href="flare__shape_8h-source.html#l00182">NL3D::CFlareShape::getPersistence</a>, <a class="el" href="water__height__map_8h-source.html#l00194">NL3D::CWaterHeightMap::getPropagationTime</a>, <a class="el" href="track__keyframer_8h-source.html#l00120">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::getRangeDelta</a>, <a class="el" href="ps__ribbon__base_8h-source.html#l00076">NL3D::CPSRibbonBase::getSegDuration</a>, <a class="el" href="particle__system_8h-source.html#l00271">NL3D::CParticleSystem::getSystemDate</a>, <a class="el" href="track_8cpp-source.html#l00058">NL3D::ITrack::interpolate</a>, <a class="el" href="particle__system_8cpp-source.html#l00927">NL3D::CParticleSystem::interpolatePosDelta</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01405">NL3D::CPSConstraintMesh::makePrerotatedVb</a>, <a class="el" href="ps__located_8cpp-source.html#l00584">NL3D::CPSLocated::newElement</a>, <a class="el" href="ps__force_8h-source.html#l00641">NL3D::CPSTurbulForceFunc::operator()</a>, <a class="el" href="ps__force_8h-source.html#l00506">NL3D::CPSFluidFrictionFunctor::operator()</a>, <a class="el" href="ps__float_8h-source.html#l00160">NL3D::CPSFloatCurveFunctor::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00290">NL3D::CPSValueGradientFunc&lt; sint32 &gt;::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00195">NL3D::CPSValueBlendSampleFunc&lt; NLMISC::CRGBA, n &gt;::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00113">NL3D::CPSValueBlendFunc&lt; sint32 &gt;::operator()</a>, <a class="el" href="ps__force_8h-source.html#l00325">NL3D::CIsotropicForceT::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l01324">NL3D::CPSBrownianForce::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00990">NL3D::CPSMagneticForce::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00831">NL3D::CPSCylindricVortex::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00762">NL3D::CPSSpring::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00690">NL3D::CPSCentralGravity::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00382">NL3D::CPSGravity::performDynamic</a>, <a class="el" href="ps__force_8cpp-source.html#l00249">NL3D::CPSDirectionnalForce::performDynamic</a>, <a class="el" href="ps__zone_8cpp-source.html#l01267">NL3D::CPSZoneRectangle::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00939">NL3D::CPSZoneCylinder::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00527">NL3D::CPSZoneDisc::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00324">NL3D::CPSZoneSphere::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00211">NL3D::CPSZonePlane::performMotion</a>, <a class="el" href="ps__located_8cpp-source.html#l00190">NL3D::CPSLocated::performParametricMotion</a>, <a class="el" href="particle__system__process_8h-source.html#l00167">NL3D::CParticleSystemProcess::performParametricMotion</a>, <a class="el" href="particle__system__manager_8cpp-source.html#l00137">NL3D::CParticleSystemManager::processAnimate</a>, <a class="el" href="ps__emitter_8cpp-source.html#l00217">NL3D::CPSEmitter::processEmitConsistent</a>, <a class="el" href="ps__emitter_8cpp-source.html#l00413">NL3D::CPSEmitter::processRegularEmission</a>, <a class="el" href="ps__emitter_8cpp-source.html#l00601">NL3D::CPSEmitter::processRegularEmissionConsistent</a>, <a class="el" href="particle__system__shape_8cpp-source.html#l00226">NL3D::CParticleSystemShape::render</a>, <a class="el" href="particle__system_8h-source.html#l00426">NL3D::CParticleSystem::setAccurateIntegrationParams</a>, <a class="el" href="particle__system_8h-source.html#l00658">NL3D::CParticleSystem::setDelayBeforeDeathConditionTest</a>, <a class="el" href="particle__system__model_8h-source.html#l00159">NL3D::CParticleSystemModel::setEllapsedTime</a>, <a class="el" href="ps__located_8cpp-source.html#l00367">NL3D::CPSLocated::setInitialLife</a>, <a class="el" href="animation_8cpp-source.html#l00251">NL3D::CAnimation::setMinEndTime</a>, <a class="el" href="water__shape_8h-source.html#l00289">NL3D::CWaveMakerShape::setPeriod</a>, <a class="el" href="flare__shape_8h-source.html#l00174">NL3D::CFlareShape::setPersistence</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00132">NL3D::CPSRibbonBase::setSegDuration</a>, <a class="el" href="channel__mixer_8h-source.html#l00331">NL3D::CChannelMixer::setSlotTime</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00173">NL3D::CAnimationPlaylist::setupMixer</a>, <a class="el" href="ps__zone_8cpp-source.html#l01367">NL3D::CPSZoneRectangle::show</a>, <a class="el" href="ps__zone_8cpp-source.html#l01152">NL3D::CPSZoneCylinder::show</a>, <a class="el" href="ps__zone_8cpp-source.html#l00618">NL3D::CPSZoneDisc::show</a>, <a class="el" href="ps__zone_8cpp-source.html#l00442">NL3D::CPSZoneSphere::show</a>, <a class="el" href="ps__zone_8cpp-source.html#l00136">NL3D::CPSZonePlane::show</a>, <a class="el" href="ps__force_8h-source.html#l00609">NL3D::CPSBrownianForce::show</a>, <a class="el" href="ps__force_8h-source.html#l00299">NL3D::CIsotropicForceT&lt; CPSFluidFrictionFunctor &gt;::show</a>, <a class="el" href="ps__force_8cpp-source.html#l00907">NL3D::CPSCylindricVortex::show</a>, <a class="el" href="ps__force_8cpp-source.html#l00802">NL3D::CPSSpring::show</a>, <a class="el" href="ps__force_8cpp-source.html#l00731">NL3D::CPSCentralGravity::show</a>, <a class="el" href="ps__force_8cpp-source.html#l00415">NL3D::CPSGravity::show</a>, <a class="el" href="ps__force_8cpp-source.html#l00297">NL3D::CPSDirectionnalForce::show</a>, <a class="el" href="ps__zone_8cpp-source.html#l00091">NL3D::CPSZone::step</a>, <a class="el" href="ps__tail__dot_8cpp-source.html#l00161">NL3D::CPSTailDot::step</a>, <a class="el" href="ps__sound_8cpp-source.html#l00102">NL3D::CPSSound::step</a>, <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00119">NL3D::CPSRibbonLookAt::step</a>, <a class="el" href="ps__ribbon_8cpp-source.html#l00261">NL3D::CPSRibbon::step</a>, <a class="el" href="ps__particle__basic_8h-source.html#l00073">NL3D::CPSParticle::step</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01488">NL3D::CPSConstraintMesh::step</a>, <a class="el" href="ps__mesh_8cpp-source.html#l00258">NL3D::CPSMesh::step</a>, <a class="el" href="ps__located_8cpp-source.html#l01067">NL3D::CPSLocated::step</a>, <a class="el" href="ps__force_8cpp-source.html#l00078">NL3D::CPSForce::step</a>, <a class="el" href="ps__face_8cpp-source.html#l00211">NL3D::CPSFace::step</a>, <a class="el" href="ps__emitter_8cpp-source.html#l00900">NL3D::CPSEmitter::step</a>, <a class="el" href="particle__system_8cpp-source.html#l00298">NL3D::CParticleSystem::step</a>, <a class="el" href="particle__system_8cpp-source.html#l00257">NL3D::CParticleSystem::stepLocated</a>, <a class="el" href="water__model_8cpp-source.html#l01066">NL3D::CWaveMakerDetailObs::traverse</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00407">NL3D::CParticleSystemDetailObs::traverse</a>, <a class="el" href="track__keyframer_8h-source.html#l00100">NL3D::ITrackKeyFramer&lt; CKeyBezierQuat &gt;::unlockRange</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00139">NL3D::CPSRibbonBase::updateGlobals</a>, and <a class="el" href="ps__located_8cpp-source.html#l01198">NL3D::CPSLocated::updateLife</a>. </td>
+ </tr>
+</table>
+<a name="a223" doxytag="NL3D::TEdgeList"></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::deque&lt;<a class="el" href="structNL3D_1_1CEdge.html">CEdge</a>&gt; NL3D::TEdgeList
+ </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="quad__effect_8cpp-source.html#l00058">58</a> of file <a class="el" href="quad__effect_8cpp-source.html">quad_effect.cpp</a>.
+<p>
+Referenced by <a class="el" href="quad__effect_8cpp-source.html#l00061">NL3D::CQuadEffect::makeRasters</a>. </td>
+ </tr>
+</table>
+<a name="a160" doxytag="NL3D::TEdgeMap"></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::multimap&lt;float, <a class="el" href="structNL3D_1_1CMRMEdgeFace.html">CMRMEdgeFace</a>&gt; NL3D::TEdgeMap
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The map of edge collapses.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2000 </dl>
+<p>
+Definition at line <a class="el" href="mrm__internal_8h-source.html#l00206">206</a> of file <a class="el" href="mrm__internal_8h-source.html">mrm_internal.h</a>.
+<p>
+Referenced by <a class="el" href="mrm__internal_8h-source.html#l00271">NL3D::CMRMFaceBuild::invalidAllIts</a>, and <a class="el" href="mrm__internal_8h-source.html#l00278">NL3D::CMRMFaceBuild::invalidEdgeIt</a>. </td>
+ </tr>
+</table>
+<a name="a2" doxytag="NL3D::TGlobalAnimationTime"></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 double NL3D::TGlobalAnimationTime
+ </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="animation__time_8h-source.html#l00045">45</a> of file <a class="el" href="animation__time_8h-source.html">animation_time.h</a>.
+<p>
+Referenced by <a class="el" href="scene__user_8cpp-source.html#l00611">NL3D::CSceneUser::animate</a>, <a class="el" href="scene_8cpp-source.html#l00710">NL3D::CScene::animate</a>, <a class="el" href="play__list__manager__user_8cpp-source.html#l00065">NL3D::CPlayListManagerUser::animate</a>, <a class="el" href="play__list__manager_8cpp-source.html#l00056">NL3D::CPlayListManager::animate</a>, <a class="el" href="lod__character__shape_8cpp-source.html#l00571">NL3D::CLodCharacterShape::getAnimKey</a>, <a class="el" href="scene_8h-source.html#l00255">NL3D::CScene::getCurrentTime</a>, <a class="el" href="play__list__user_8cpp-source.html#l00193">NL3D::CPlayListUser::getEndWeight</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00151">NL3D::CAnimationPlaylist::getEndWeight</a>, <a class="el" href="play__list__user_8cpp-source.html#l00046">NL3D::CPlayListUser::getLocalTime</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00313">NL3D::CAnimationPlaylist::getLocalTime</a>, <a class="el" href="play__list__user_8cpp-source.html#l00063">NL3D::CPlayListUser::getLocalWeight</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00352">NL3D::CAnimationPlaylist::getLocalWeight</a>, <a class="el" href="skeleton__user_8cpp-source.html#l00217">NL3D::CSkeletonUser::getLodCharacterAnimTime</a>, <a class="el" href="skeleton__model_8h-source.html#l00216">NL3D::CSkeletonModel::getLodCharacterAnimTime</a>, <a class="el" href="play__list__user_8cpp-source.html#l00177">NL3D::CPlayListUser::getStartWeight</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00135">NL3D::CAnimationPlaylist::getStartWeight</a>, <a class="el" href="play__list__user_8cpp-source.html#l00128">NL3D::CPlayListUser::getTimeOrigin</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00106">NL3D::CAnimationPlaylist::getTimeOrigin</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00243">NL3D::CAnimationPlaylist::getWeightValue</a>, <a class="el" href="play__list__user_8cpp-source.html#l00185">NL3D::CPlayListUser::setEndWeight</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00143">NL3D::CAnimationPlaylist::setEndWeight</a>, <a class="el" href="skeleton__user_8cpp-source.html#l00211">NL3D::CSkeletonUser::setLodCharacterAnimTime</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00837">NL3D::CSkeletonModel::setLodCharacterAnimTime</a>, <a class="el" href="play__list__user_8cpp-source.html#l00169">NL3D::CPlayListUser::setStartWeight</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00127">NL3D::CAnimationPlaylist::setStartWeight</a>, <a class="el" href="play__list__user_8cpp-source.html#l00120">NL3D::CPlayListUser::setTimeOrigin</a>, <a class="el" href="animation__playlist_8cpp-source.html#l00099">NL3D::CAnimationPlaylist::setTimeOrigin</a>, and <a class="el" href="animation__playlist_8cpp-source.html#l00173">NL3D::CAnimationPlaylist::setupMixer</a>. </td>
+ </tr>
+</table>
+<a name="a195" doxytag="NL3D::TIteratorFloatStep1"></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 <a class="el" href="structNL3D_1_1CAdvance1Iterator.html">CAdvance1Iterator</a>&lt; TPSAttribFloat::const_iterator, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a> &gt; NL3D::TIteratorFloatStep1
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Some typedefs.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__iterator_8h-source.html#l00144">144</a> of file <a class="el" href="ps__iterator_8h-source.html">ps_iterator.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, and <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>. </td>
+ </tr>
+</table>
+<a name="a197" doxytag="NL3D::TIteratorFloatStep1616"></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 <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;TPSAttribFloat::const_iterator, float&gt; NL3D::TIteratorFloatStep1616
+ </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="ps__iterator_8h-source.html#l00147">147</a> of file <a class="el" href="ps__iterator_8h-source.html">ps_iterator.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, and <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>. </td>
+ </tr>
+</table>
+<a name="a198" doxytag="NL3D::TIteratorTimeStep1616"></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 <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;TPSAttribFloat::const_iterator, <a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&gt; NL3D::TIteratorTimeStep1616
+ </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="ps__iterator_8h-source.html#l00148">148</a> of file <a class="el" href="ps__iterator_8h-source.html">ps_iterator.h</a>.
+<p>
+Referenced by <a class="el" href="ps__fan__light_8cpp-source.html#l00342">NL3D::CPSFanLight::draw</a>. </td>
+ </tr>
+</table>
+<a name="a196" doxytag="NL3D::TIteratorVectStep1"></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 <a class="el" href="structNL3D_1_1CAdvance1Iterator.html">CAdvance1Iterator</a>&lt;TPSAttribVector::const_iterator, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::TIteratorVectStep1
+ </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="ps__iterator_8h-source.html#l00146">146</a> of file <a class="el" href="ps__iterator_8h-source.html">ps_iterator.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, and <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>. </td>
+ </tr>
+</table>
+<a name="a199" doxytag="NL3D::TIteratorVectStep1616"></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 <a class="el" href="structNL3D_1_1CAdvance1616Iterator.html">CAdvance1616Iterator</a>&lt;TPSAttribVector::const_iterator, <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::TIteratorVectStep1616
+ </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="ps__iterator_8h-source.html#l00149">149</a> of file <a class="el" href="ps__iterator_8h-source.html">ps_iterator.h</a>.
+<p>
+Referenced by <a class="el" href="ps__shockwave_8cpp-source.html#l00286">NL3D::CPSShockWave::draw</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01505">NL3D::CPSConstraintMesh::draw</a>, <a class="el" href="ps__fan__light_8cpp-source.html#l00342">NL3D::CPSFanLight::draw</a>, <a class="el" href="ps__face__look__at_8cpp-source.html#l00504">NL3D::CPSFaceLookAt::draw</a>, <a class="el" href="ps__dot_8cpp-source.html#l00122">NL3D::CPSDot::draw</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>, and <a class="el" href="ps__face_8cpp-source.html#l00211">NL3D::CPSFace::step</a>. </td>
+ </tr>
+</table>
+<a name="a201" doxytag="NL3D::TPSAttribCollisionInfo"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="structNL3D_1_1CPSCollisionInfo.html">CPSCollisionInfo</a>&gt; NL3D::TPSAttribCollisionInfo
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+a container of collision infos.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__located_8h-source.html#l00112">112</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8h-source.html#l00423">NL3D::CPSLocated::getCollisionInfo</a>, and <a class="el" href="ps__located_8cpp-source.html#l01362">NL3D::CPSLocated::queryCollisionInfo</a>. </td>
+ </tr>
+</table>
+<a name="a182" doxytag="NL3D::TPSAttribFloat"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;float&gt; NL3D::TPSAttribFloat
+ </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="ps__attrib_8h-source.html#l00479">479</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8h-source.html#l00314">NL3D::CPSLocated::getInvMass</a>. </td>
+ </tr>
+</table>
+<a name="a222" doxytag="NL3D::TPSAttribRadiusPair"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="structNL3D_1_1CRadiusPair.html">CRadiusPair</a>&gt; NL3D::TPSAttribRadiusPair
+ </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="ps__zone_8h-source.html#l00193">193</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>. </td>
+ </tr>
+</table>
+<a name="a181" doxytag="NL3D::TPSAttribRGBA"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&gt; NL3D::TPSAttribRGBA
+ </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="ps__attrib_8h-source.html#l00478">478</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>. </td>
+ </tr>
+</table>
+<a name="a185" doxytag="NL3D::TPSAttribTime"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&gt; NL3D::TPSAttribTime
+ </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="ps__attrib_8h-source.html#l00482">482</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8h-source.html#l00329">NL3D::CPSLocated::getTime</a>, and <a class="el" href="ps__located_8h-source.html#l00334">NL3D::CPSLocated::getTimeIncrement</a>. </td>
+ </tr>
+</table>
+<a name="a183" doxytag="NL3D::TPSAttribUInt"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="memory__common_8h.html#a11">uint32</a>&gt; NL3D::TPSAttribUInt
+ </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="ps__attrib_8h-source.html#l00480">480</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>. </td>
+ </tr>
+</table>
+<a name="a184" doxytag="NL3D::TPSAttribUInt8"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="memory__common_8h.html#a7">uint8</a>&gt; NL3D::TPSAttribUInt8
+ </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="ps__attrib_8h-source.html#l00481">481</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>. </td>
+ </tr>
+</table>
+<a name="a180" doxytag="NL3D::TPSAttribVector"></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 <a class="el" href="classNL3D_1_1CPSAttrib.html">CPSAttrib</a>&lt;<a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a>&gt; NL3D::TPSAttribVector
+ </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="ps__attrib_8h-source.html#l00477">477</a> of file <a class="el" href="ps__attrib_8h-source.html">ps_attrib.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8h-source.html#l00319">NL3D::CPSLocated::getPos</a>, <a class="el" href="ps__located_8h-source.html#l00324">NL3D::CPSLocated::getSpeed</a>, <a class="el" href="ps__zone_8cpp-source.html#l01267">NL3D::CPSZoneRectangle::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00939">NL3D::CPSZoneCylinder::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00527">NL3D::CPSZoneDisc::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00324">NL3D::CPSZoneSphere::performMotion</a>, and <a class="el" href="ps__zone_8cpp-source.html#l00211">NL3D::CPSZonePlane::performMotion</a>. </td>
+ </tr>
+</table>
+<a name="a218" doxytag="NL3D::TRibbonVect"></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::vector&lt;<a class="el" href="structNL3D_1_1CVectInfo.html">CVectInfo</a>&gt; NL3D::TRibbonVect
+ </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="ps__ribbon__look__at_8cpp-source.html#l00049">49</a> of file <a class="el" href="ps__ribbon__look__at_8cpp-source.html">ps_ribbon_look_at.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00317">NL3D::CPSRibbonLookAt::displayRibbons</a>. </td>
+ </tr>
+</table>
+<a name="a234" doxytag="NL3D::TShaderPtrList"></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 <a class="el" href="classstd_1_1list.html">std::list</a>&lt;<a class="el" href="classNL3D_1_1IShader.html">IShader</a>*&gt; NL3D::TShaderPtrList
+ </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="shader_8h-source.html#l00055">55</a> of file <a class="el" href="shader_8h-source.html">shader.h</a>. </td>
+ </tr>
+</table>
+<a name="a245" doxytag="NL3D::TTexDrvSharePtrList"></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 <a class="el" href="classstd_1_1list.html">std::list</a>&lt;<a class="el" href="classNL3D_1_1CTextureDrvShare.html">CTextureDrvShare</a>*&gt; NL3D::TTexDrvSharePtrList
+ </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="texture_8h-source.html#l00055">55</a> of file <a class="el" href="texture_8h-source.html">texture.h</a>. </td>
+ </tr>
+</table>
+<a name="a294" doxytag="NL3D::TVBDrvInfoPtrList"></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 <a class="el" href="classstd_1_1list.html">std::list</a>&lt;<a class="el" href="classNL3D_1_1IVBDrvInfos.html">IVBDrvInfos</a>*&gt; NL3D::TVBDrvInfoPtrList
+ </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="vertex__buffer_8h-source.html#l00063">63</a> of file <a class="el" href="vertex__buffer_8h-source.html">vertex_buffer.h</a>. </td>
+ </tr>
+</table>
+<a name="a314" doxytag="NL3D::TVolatileZonePtr"></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 volatile <a class="el" href="classNL3D_1_1CZone.html">CZone</a>* NL3D::TVolatileZonePtr
+ </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="zone__manager_8h-source.html#l00043">43</a> of file <a class="el" href="zone__manager_8h-source.html">zone_manager.h</a>.
+<p>
+Referenced by <a class="el" href="zone__manager_8cpp-source.html#l00178">NL3D::CZoneLoadingTask::CZoneLoadingTask</a>. </td>
+ </tr>
+</table>
+<a name="a296" doxytag="NL3D::TVtxPrgDrvInfoPtrList"></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 <a class="el" href="classstd_1_1list.html">std::list</a>&lt;<a class="el" href="classNL3D_1_1IVertexProgramDrvInfos.html">IVertexProgramDrvInfos</a>*&gt; NL3D::TVtxPrgDrvInfoPtrList
+ </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="vertex__program_8h-source.html#l00040">40</a> of file <a class="el" href="vertex__program_8h-source.html">vertex_program.h</a>. </td>
+ </tr>
+</table>
+<a name="a312" doxytag="NL3D::TZoneMap"></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;<a class="el" href="memory__common_8h.html#a9">uint16</a>, <a class="el" href="classNL3D_1_1CZone.html">CZone</a>*&gt; NL3D::TZoneMap
+ </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="src_23d_2zone_8h-source.html#l00056">56</a> of file <a class="el" href="src_23d_2zone_8h-source.html">src/3d/zone.h</a>.
+<p>
+Referenced by <a class="el" href="3d_2zone_8cpp-source.html#l00740">NL3D::CZone::bindPatch</a>, <a class="el" href="3d_2zone_8cpp-source.html#l00476">NL3D::CZone::compile</a>, <a class="el" href="3d_2zone_8cpp-source.html#l00669">NL3D::CZone::getZonePatch</a>, <a class="el" href="3d_2zone_8cpp-source.html#l00650">NL3D::CZone::rebindBorder</a>, and <a class="el" href="3d_2zone_8cpp-source.html#l00567">NL3D::CZone::release</a>. </td>
+ </tr>
+</table>
+<hr><h2>Enumeration Type Documentation</h2>
+<a name="a485" doxytag="NL3D::TPSLod"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum NL3D::TPSLod
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+lod for located bindables. (see <a class="el" href="ps__located_8h.html">ps_located.h</a>).
+<p>
+<dl compact><dt><b>
+Enumeration values:</b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="a485a208" doxytag="PSLod1n2"></a><em>PSLod1n2</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a485a209" doxytag="PSLod1"></a><em>PSLod1</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a485a210" doxytag="PSLod2"></a><em>PSLod2</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="ps__lod_8h-source.html#l00036">36</a> of file <a class="el" href="ps__lod_8h-source.html">ps_lod.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8h-source.html#l00916">NL3D::CPSLocatedBindable::getLOD</a>, <a class="el" href="particle__system_8cpp-source.html#l00734">NL3D::CParticleSystem::getLOD</a>, and <a class="el" href="ps__located_8h-source.html#l00914">NL3D::CPSLocatedBindable::setLOD</a>. </td>
+ </tr>
+</table>
+<a name="a484" doxytag="NL3D::TPSProcessPass"></a><p>
+<table width="100%" cellpadding="2" cellspacing="0" border="0">
+ <tr>
+ <td class="md">
+ <table cellpadding="0" cellspacing="0" border="0">
+ <tr>
+ <td class="md" nowrap valign="top"> enum NL3D::TPSProcessPass
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+rendering and process passes for a particle system.
+<p>
+PSCollision : collisions with collision zones (see <a class="el" href="classNL3D_1_1CPSZone.html">CPSZone</a>) PSMotion : motion computation PSSolidRender : render particle that can modify z-buffer PSBlendRender : render transparency (no z-buffer write) PSToolRender : for edition purpose, show representations for forces, emitters... <dl compact><dt><b>
+Enumeration values:</b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em><a name="a484a166" doxytag="PSEmit"></a><em>PSEmit</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a484a167" doxytag="PSCollision"></a><em>PSCollision</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a484a168" doxytag="PSMotion"></a><em>PSMotion</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a484a169" doxytag="PSSolidRender"></a><em>PSSolidRender</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a484a170" doxytag="PSBlendRender"></a><em>PSBlendRender</em></em>&nbsp;</td><td>
+</td></tr>
+<tr><td valign=top><em><a name="a484a171" doxytag="PSToolRender"></a><em>PSToolRender</em></em>&nbsp;</td><td>
+</td></tr>
+</table>
+</dl>
+
+<p>
+Definition at line <a class="el" href="particle__system__process_8h-source.html#l00053">53</a> of file <a class="el" href="particle__system__process_8h-source.html">particle_system_process.h</a>.
+<p>
+Referenced by <a class="el" href="ps__zone_8cpp-source.html#l00091">NL3D::CPSZone::step</a>, <a class="el" href="ps__tail__dot_8cpp-source.html#l00161">NL3D::CPSTailDot::step</a>, <a class="el" href="ps__sound_8cpp-source.html#l00102">NL3D::CPSSound::step</a>, <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00119">NL3D::CPSRibbonLookAt::step</a>, <a class="el" href="ps__ribbon_8cpp-source.html#l00261">NL3D::CPSRibbon::step</a>, <a class="el" href="ps__particle__basic_8h-source.html#l00073">NL3D::CPSParticle::step</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01488">NL3D::CPSConstraintMesh::step</a>, <a class="el" href="ps__mesh_8cpp-source.html#l00258">NL3D::CPSMesh::step</a>, <a class="el" href="ps__located_8cpp-source.html#l01067">NL3D::CPSLocated::step</a>, <a class="el" href="ps__force_8cpp-source.html#l00078">NL3D::CPSForce::step</a>, <a class="el" href="ps__face_8cpp-source.html#l00211">NL3D::CPSFace::step</a>, <a class="el" href="ps__emitter_8cpp-source.html#l00900">NL3D::CPSEmitter::step</a>, and <a class="el" href="particle__system_8cpp-source.html#l00257">NL3D::CParticleSystem::stepLocated</a>. </td>
+ </tr>
+</table>
+<hr><h2>Function Documentation</h2>
+<a name="a380" doxytag="NL3D::applyArraySkinNormalT"></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 applyArraySkinNormalT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numMatrixes</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>infPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcSkinPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcNormalPtr</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>normalOff</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMatrix3x4SSEArray.html">CMatrix3x4SSEArray</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mesh__mrm__skin_8cpp-source.html#l01156">1156</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a378" doxytag="NL3D::applyArraySkinNormalT"></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 applyArraySkinNormalT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numMatrixes</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>infPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcSkinPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcNormalPtr</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>normalOff</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>vector&lt; <a class="el" href="classNL3D_1_1CMatrix3x4.html">CMatrix3x4</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mesh__mrm__skin_8cpp-source.html#l00396">396</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a381" doxytag="NL3D::applyArraySkinTangentSpaceT"></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 applyArraySkinTangentSpaceT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numMatrixes</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>infPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcSkinPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcNormalPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tgSpacePtr</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>normalOff</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>tgSpaceOff</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMatrix3x4SSEArray.html">CMatrix3x4SSEArray</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mesh__mrm__skin_8cpp-source.html#l01299">1299</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a379" doxytag="NL3D::applyArraySkinTangentSpaceT"></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 applyArraySkinTangentSpaceT </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numMatrixes</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>infPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CMesh_1_1CSkinWeight.html">CMesh::CSkinWeight</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcSkinPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcNormalPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CVector *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tgSpacePtr</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>normalOff</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>tgSpaceOff</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destVertexPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>vector&lt; <a class="el" href="classNL3D_1_1CMatrix3x4.html">CMatrix3x4</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneMat3x4</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>vertexSize</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>nInf</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mesh__mrm__skin_8cpp-source.html#l00539">539</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a315" doxytag="NL3D::assignSoundServerToPS"></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::assignSoundServerToPS </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1UPSSoundServer.html">UPSSoundServer</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>soundServer</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>
+for private use only..
+<p>
+
+<p>
+Definition at line <a class="el" href="particle__system__sound__user_8cpp-source.html#l00039">39</a> of file <a class="el" href="particle__system__sound__user_8cpp-source.html">particle_system_sound_user.cpp</a>.
+<p>
+Referenced by <a class="el" href="u__particle__system__sound_8h-source.html#l00063">NL3D::UParticleSystemSound::setPSSound</a>. </td>
+ </tr>
+</table>
+<a name="a387" doxytag="NL3D::bilinearColor"></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 bilinearColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>corners</em>[4], </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>x</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>y</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>R</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>G</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>B</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="patch__lightmap_8cpp-source.html#l00358">358</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a389" doxytag="NL3D::bilinearColorAndAdd"></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 bilinearColorAndAdd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>corners</em>[4], </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>x</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>y</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>res</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="patch__lightmap_8cpp-source.html#l00419">419</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l01707">NL3D::CPatch::addTileLightmapEdgeWithTLI</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01742">NL3D::CPatch::addTileLightmapPixelWithTLI</a>, and <a class="el" href="patch__lightmap_8cpp-source.html#l01688">NL3D::CPatch::addTileLightmapWithTLI</a>. </td>
+ </tr>
+</table>
+<a name="a388" doxytag="NL3D::bilinearColorAndModulate"></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 bilinearColorAndModulate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>corners</em>[4], </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>x</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>y</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>res</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="patch__lightmap_8cpp-source.html#l00400">400</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00461">NL3D::CPatch::modulateTileLightmapEdgeWithTileColors</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l00497">NL3D::CPatch::modulateTileLightmapPixelWithTileColors</a>, and <a class="el" href="patch__lightmap_8cpp-source.html#l00441">NL3D::CPatch::modulateTileLightmapWithTileColors</a>. </td>
+ </tr>
+</table>
+<a name="a475" doxytag="NL3D::BilinFilter"></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"> float BilinFilter </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v3</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>u</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="water__height__map_8cpp-source.html#l00715">715</a> of file <a class="el" href="water__height__map_8cpp-source.html">water_height_map.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__height__map_8cpp-source.html#l00726">NL3D::CWaterHeightMap::getHeight</a>. </td>
+ </tr>
+</table>
+<a name="a422" doxytag="NL3D::BlurBytesTab"></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 BlurBytesTab </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</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>size</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+====================================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__fan__light_8cpp-source.html#l00204">204</a> of file <a class="el" href="ps__fan__light_8cpp-source.html">ps_fan_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__fan__light_8cpp-source.html#l00214">NL3D::CPSFanLight::initFanLightPrecalc</a>. </td>
+ </tr>
+</table>
+<a name="a321" doxytag="NL3D::BuildCubeMap"></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_1CTextureCube.html">CTextureCube</a> * NL3D::BuildCubeMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mapSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>luminanceOnly</em> = false, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const std::string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>shareName</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>
+Build a cube map by using the given functor.
+<p>
+This also avoid headaches :) Each face is encoded in a memory texture <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>mapSize</em>&nbsp;</td><td>
+the size of each tface of the cube map </td></tr>
+<tr><td valign=top><em>f</em>&nbsp;</td><td>
+a functor that helps to build the cube map. </td></tr>
+<tr><td valign=top><em>luminanceOnly</em>&nbsp;</td><td>
+When set to true, a luminance cube map is build. The luminance is taken from the alpha component of the color produced by the functor. Warning : this isn't supported anywhere. </td></tr>
+<tr><td valign=top><em>shareName</em>&nbsp;</td><td>
+a prefix for sharename. If not empty this allow each face of the cube map to be sharable (a number is append to the given string) </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="cube__map__builder_8cpp-source.html#l00099">99</a> of file <a class="el" href="cube__map__builder_8cpp-source.html">cube_map_builder.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l01183">NL3D::CDriverGL::getSpecularCubeMap</a>. </td>
+ </tr>
+</table>
+<a name="a319" doxytag="NL3D::BuildCubeMapTex"></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>* BuildCubeMapTex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>start</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vDir</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>size</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="cube__map__builder_8cpp-source.html#l00044">44</a> of file <a class="el" href="cube__map__builder_8cpp-source.html">cube_map_builder.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a320" doxytag="NL3D::BuildCubeMapTexLuminance"></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>* BuildCubeMapTexLuminance </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>start</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vDir</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>size</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1ICubeMapFunctor.html">ICubeMapFunctor</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="cube__map__builder_8cpp-source.html#l00071">71</a> of file <a class="el" href="cube__map__builder_8cpp-source.html">cube_map_builder.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a463" doxytag="NL3D::BuildDsDt"></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 BuildDsDt </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>width</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>height</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a9">uint16</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>absolute</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+create a DsDt texture from a height map (red component of a rgba bitmap).
+<p>
+
+<p>
+Definition at line <a class="el" href="texture__bump_8cpp-source.html#l00035">35</a> of file <a class="el" href="texture__bump_8cpp-source.html">texture_bump.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__bump_8cpp-source.html#l00176">NL3D::CTextureBump::doGenerate</a>. </td>
+ </tr>
+</table>
+<a name="a450" doxytag="NL3D::BuildHermiteVector"></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 BuildHermiteVector </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>P0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>P1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>T0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>T1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lambda</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+build some hermite spline value, with the given points and tangents.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon__base_8cpp-source.html#l00040">40</a> of file <a class="el" href="ps__ribbon__base_8cpp-source.html">ps_ribbon_base.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__base_8cpp-source.html#l00372">NL3D::CPSRibbonBase::computeHermitteCstSizeRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00175">NL3D::CPSRibbonBase::computeHermitteRibbon</a>, and <a class="el" href="seg__remanence_8cpp-source.html#l00183">NL3D::CSegRemanence::CRibbon::fillVB</a>. </td>
+ </tr>
+</table>
+<a name="a451" doxytag="NL3D::BuildLinearVector"></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 BuildLinearVector </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>P0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>P1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lambda</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>oneMinusLambda</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+for test.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon__base_8cpp-source.html#l00062">62</a> of file <a class="el" href="ps__ribbon__base_8cpp-source.html">ps_ribbon_base.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__base_8cpp-source.html#l00305">NL3D::CPSRibbonBase::computeLinearCstSizeRibbon</a>, and <a class="el" href="ps__ribbon__base_8cpp-source.html#l00240">NL3D::CPSRibbonBase::computeLinearRibbon</a>. </td>
+ </tr>
+</table>
+<a name="a446" doxytag="NL3D::BuildRibbonFirstSlice"></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>* BuildRibbonFirstSlice </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</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>numVerts</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</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>vertexSize</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+=========================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon_8cpp-source.html#l00336">336</a> of file <a class="el" href="ps__ribbon_8cpp-source.html">ps_ribbon.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a453" doxytag="NL3D::BuildSlice"></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 BuildSlice </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vb</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>currVert</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vertexSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>I</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>K</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>TRibbonVect::iterator&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>pos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>TRibbonVect::iterator&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>prev</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>TRibbonVect::iterator&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>next</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ribSize</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+TODO: some optimisation to get a better speed.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00202">202</a> of file <a class="el" href="ps__ribbon__look__at_8cpp-source.html">ps_ribbon_look_at.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00317">NL3D::CPSRibbonLookAt::displayRibbons</a>. </td>
+ </tr>
+</table>
+<a name="a461" doxytag="NL3D::BuildTangentSpace"></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::BuildTangentSpace </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outMeshBuild</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>inMeshBuild</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>
+This add tangent space information to a vertex buffer.
+<p>
+The result is an added 3d texture coordinate that contains the T vector of the tangent space basis (T is oriented toward increasing s coordinates). The binormal can be computed in a vertex program by doing B = N ^ T. The input mesh build must provide a normal component. Moreover it must have at least one texture coordinate applied (this is needed to build coherent tangent space basis) <dl compact><dt><b>
+Returns: </b><dd>
+true if the conversion was possible </dl>
+<p>
+Definition at line <a class="el" href="tangent__space__build_8cpp-source.html#l00078">78</a> of file <a class="el" href="tangent__space__build_8cpp-source.html">tangent_space_build.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a459" doxytag="NL3D::BuildTGSpaceVect"></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 BuildTGSpaceVect </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>normal</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sGrad</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CUVW.html">NLMISC::CUVW</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>result</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="tangent__space__build_8cpp-source.html#l00059">59</a> of file <a class="el" href="tangent__space__build_8cpp-source.html">tangent_space_build.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a460" doxytag="NL3D::BuildTriFromMB"></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 BuildTriFromMB </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mb</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>index</em>[3], </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CTriangle.html">NLMISC::CTriangle</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tri</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="tangent__space__build_8cpp-source.html#l00069">69</a> of file <a class="el" href="tangent__space__build_8cpp-source.html">tangent_space_build.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a481" doxytag="NL3D::BuildWaterVP"></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_1CVertexProgram.html">CVertexProgram</a>* BuildWaterVP </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffuseMap</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bumpMap</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>use2BumpMap</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Build a vertex program for water depending on requirements.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00188">188</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00250">NL3D::CWaterShape::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a431" doxytag="NL3D::CheckForOpaqueAndTransparentFacesInMesh"></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 CheckForOpaqueAndTransparentFacesInMesh </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>m</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>hasTransparentFaces</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>hasOpaqueFaces</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private use : check if there are transparent and / or opaque faces in a mesh.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__mesh_8cpp-source.html#l00449">449</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01044">NL3D::CPSConstraintMesh::update</a>. </td>
+ </tr>
+</table>
+<a name="a419" doxytag="NL3D::CompensateEmission"></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 CompensateEmission </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>emittedType</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>emittedIndex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>deltaT</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ellapsedTime</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>realEllapsedTimeRatio</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Compensate particle position and age by using the given deltaT.
+<p>
+We need this in the case of low-framerate to get correct behaviour. Note that this can be deactivated (speed-quality tradeoff)
+<p>
+Definition at line <a class="el" href="ps__emitter_8cpp-source.html#l00152">152</a> of file <a class="el" href="ps__emitter_8cpp-source.html">ps_emitter.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__emitter_8cpp-source.html#l00217">NL3D::CPSEmitter::processEmitConsistent</a>. </td>
+ </tr>
+</table>
+<a name="a377" doxytag="NL3D::computeBoneMatrixes3x4"></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" colspan="4">
+template&lt;class TMatrixArray&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void computeBoneMatrixes3x4 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">TMatrixArray &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>boneMat3x4</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const vector&lt; <a class="el" href="memory__common_8h.html#a11">uint32</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>matInfs</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNL3D_1_1CSkeletonModel.html">CSkeletonModel</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>skeleton</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="mesh__mrm__skin_8cpp-source.html#l00177">177</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>.
+<p>
+Referenced by <a class="el" href="mesh__mrm__skin_8cpp-source.html#l00205">NL3D::CMeshMRMGeom::applySkin</a>. </td>
+ </tr>
+</table>
+<a name="a395" doxytag="NL3D::computeDisplaceBilinear"></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 computeDisplaceBilinear </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sTile</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tTile</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sInc</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tInc</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sa</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ta</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sa1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ta1</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="patch__noise_8cpp-source.html#l00226">226</a> of file <a class="el" href="patch__noise_8cpp-source.html">patch_noise.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__noise_8cpp-source.html#l00469">NL3D::CPatch::computeDisplaceCornerSmooth</a>, <a class="el" href="patch__noise_8cpp-source.html#l00286">NL3D::CPatch::computeDisplaceEdgeSmooth</a>, and <a class="el" href="patch__noise_8cpp-source.html#l00256">NL3D::CPatch::computeDisplaceInteriorSmooth</a>. </td>
+ </tr>
+</table>
+<a name="a375" doxytag="NL3D::computeLodLighting"></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 computeLodLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lightObjectSpace</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>normalPtr</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 class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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#l00370">370</a> of file <a class="el" href="lod__character__manager_8cpp-source.html">lod_character_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="lod__character__manager_8cpp-source.html#l00384">NL3D::CLodCharacterManager::addRenderCharacterKey</a>. </td>
+ </tr>
+</table>
+<a name="a322" doxytag="NL3D::computePerturbation"></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 computePerturbation </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>x</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>y</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dx</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dy</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+compute the UV perturbation at one position of the screen (with screen mapped to 0..1, 0..1).
+<p>
+
+<p>
+Definition at line <a class="el" href="deform__2d_8cpp-source.html#l00076">76</a> of file <a class="el" href="deform__2d_8cpp-source.html">deform_2d.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a447" doxytag="NL3D::ComputeRibbonSlice"></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>* ComputeRibbonSlice </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>prev</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>next</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>shape</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>numVerts</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</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>vertexSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>size</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+=========================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon_8cpp-source.html#l00354">354</a> of file <a class="el" href="ps__ribbon_8cpp-source.html">ps_ribbon.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a449" doxytag="NL3D::ComputeTexturedRibbonMesh"></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>* ComputeTexturedRibbonMesh </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="mdname" nowrap>&nbsp; <em>destVb</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>vertexSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>curve</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>shape</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>numSegs</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>numVerticesInShape</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sizeIncrement</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>size</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+=========================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon_8cpp-source.html#l00415">415</a> of file <a class="el" href="ps__ribbon_8cpp-source.html">ps_ribbon.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon_8cpp-source.html#l00448">NL3D::CPSRibbon::displayRibbons</a>. </td>
+ </tr>
+</table>
+<a name="a448" doxytag="NL3D::ComputeUntexturedRibbonMesh"></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>* ComputeUntexturedRibbonMesh </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="mdname" nowrap>&nbsp; <em>destVb</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>vertexSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>curve</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>shape</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>numSegs</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>numVerticesInShape</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sizeIncrement</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>size</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+=========================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon_8cpp-source.html#l00386">386</a> of file <a class="el" href="ps__ribbon_8cpp-source.html">ps_ribbon.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon_8cpp-source.html#l00448">NL3D::CPSRibbon::displayRibbons</a>. </td>
+ </tr>
+</table>
+<a name="a478" doxytag="NL3D::ComputeUpMatrix"></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 ComputeUpMatrix </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>J</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>defaultMat</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="water__model_8cpp-source.html#l00322">322</a> of file <a class="el" href="water__model_8cpp-source.html">water_model.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__model_8cpp-source.html#l00364">NL3D::CWaterRenderObs::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a473" doxytag="NL3D::computeVegetVertexLighting"></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 computeVegetVertexLighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>rotNormal</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>instanceDoubleSided</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sunDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>primaryRGBA</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>secondaryRGBA</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CVegetableLightEx.html">CVegetableLightEx</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vegetLex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffusePL</em>[2], </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dstFront</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dstBack</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="vegetable__manager_8cpp-source.html#l01004">1004</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l01148">NL3D::CVegetableManager::addInstance</a>, and <a class="el" href="vegetable__manager_8cpp-source.html#l02473">NL3D::CVegetableManager::updateInstanceLighting</a>. </td>
+ </tr>
+</table>
+<a name="a474" doxytag="NL3D::computeVegetVertexLightingForceBestSided"></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 computeVegetVertexLightingForceBestSided </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>rotNormal</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>instanceDoubleSided</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sunDir</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>primaryRGBA</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>secondaryRGBA</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CVegetableLightEx.html">CVegetableLightEx</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vegetLex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>diffusePL</em>[2], </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dstFront</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CRGBA *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dstBack</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="vegetable__manager_8cpp-source.html#l01086">1086</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l01148">NL3D::CVegetableManager::addInstance</a>, and <a class="el" href="vegetable__manager_8cpp-source.html#l02473">NL3D::CVegetableManager::updateInstanceLighting</a>. </td>
+ </tr>
+</table>
+<a name="a343" doxytag="NL3D::convBlend"></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 convBlend </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CMaterial.html#s65">CMaterial::TBlend</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>blend</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glenum</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__material_8cpp-source.html#l00033">33</a> of file <a class="el" href="driver__opengl__material_8cpp-source.html">driver_opengl_material.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a345" doxytag="NL3D::convColor"></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 convColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>col</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLfloat&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glcol</em>[4]</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__material_8cpp-source.html#l00068">68</a> of file <a class="el" href="driver__opengl__material_8cpp-source.html">driver_opengl_material.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>, and <a class="el" href="driver__opengl__states_8cpp-source.html#l00371">NL3D::CDriverGLStates::setVertexColorLighted</a>. </td>
+ </tr>
+</table>
+<a name="a438" doxytag="NL3D::ConvertFromBumpMap"></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 ConvertFromBumpMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ptr</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="ps__particle__basic_8cpp-source.html#l00843">843</a> of file <a class="el" href="ps__particle__basic_8cpp-source.html">ps_particle_basic.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__particle__basic_8cpp-source.html#l00903">NL3D::CPSMultiTexturedParticle::setAlternateTexOp</a>, <a class="el" href="ps__particle__basic_8cpp-source.html#l00888">NL3D::CPSMultiTexturedParticle::setMainTexOp</a>, <a class="el" href="ps__particle__basic_8cpp-source.html#l00870">NL3D::CPSMultiTexturedParticle::setTexture2</a>, and <a class="el" href="ps__particle__basic_8cpp-source.html#l00855">NL3D::CPSMultiTexturedParticle::setTexture2Alternate</a>. </td>
+ </tr>
+</table>
+<a name="a437" doxytag="NL3D::ConvertToBumpMap"></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 ConvertToBumpMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CSmartPtr.html">NLMISC::CSmartPtr</a>&lt; <a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ptr</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="ps__particle__basic_8cpp-source.html#l00830">830</a> of file <a class="el" href="ps__particle__basic_8cpp-source.html">ps_particle_basic.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__particle__basic_8cpp-source.html#l00903">NL3D::CPSMultiTexturedParticle::setAlternateTexOp</a>, <a class="el" href="ps__particle__basic_8cpp-source.html#l00888">NL3D::CPSMultiTexturedParticle::setMainTexOp</a>, <a class="el" href="ps__particle__basic_8cpp-source.html#l00870">NL3D::CPSMultiTexturedParticle::setTexture2</a>, and <a class="el" href="ps__particle__basic_8cpp-source.html#l00855">NL3D::CPSMultiTexturedParticle::setTexture2Alternate</a>. </td>
+ </tr>
+</table>
+<a name="a357" doxytag="NL3D::convInputRegisterToVBFlag"></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> convInputRegisterToVBFlag </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>index</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Convert an input register to a vertex buffer flag.
+<p>
+
+<p>
+Definition at line <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00264">264</a> of file <a class="el" href="driver__opengl__vertex__program_8cpp-source.html">driver_opengl_vertex_program.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00371">NL3D::CDriverGL::setupEXTVertexShader</a>. </td>
+ </tr>
+</table>
+<a name="a356" doxytag="NL3D::convOutputRegisterToEXTVertexShader"></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"> GLuint convOutputRegisterToEXTVertexShader </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structCVPOperand.html#s42">CVPOperand::EOutputRegister</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>r</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Convert an output register to a EXTVertexShader register.
+<p>
+
+<p>
+Definition at line <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00229">229</a> of file <a class="el" href="driver__opengl__vertex__program_8cpp-source.html">driver_opengl_vertex_program.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00371">NL3D::CDriverGL::setupEXTVertexShader</a>. </td>
+ </tr>
+</table>
+<a name="a355" doxytag="NL3D::convSwizzleToGLFormat"></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"> GLenum convSwizzleToGLFormat </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structCVPSwizzle.html#s4">CVPSwizzle::EComp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>comp</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>negate</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Check with our parser if the program will works with other implemented extensions, too.
+<p>
+(EXT_vertex_shader ..). There are some incompatibilities.
+<p>
+Definition at line <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00194">194</a> of file <a class="el" href="driver__opengl__vertex__program_8cpp-source.html">driver_opengl_vertex_program.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00371">NL3D::CDriverGL::setupEXTVertexShader</a>. </td>
+ </tr>
+</table>
+<a name="a346" doxytag="NL3D::convTexAddr"></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 convTexAddr </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMaterial.html#z539_0">CMaterial::TTexAddressingMode</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mode</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glenum</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="driver__opengl__material_8cpp-source.html#l00077">77</a> of file <a class="el" href="driver__opengl__material_8cpp-source.html">driver_opengl_material.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a344" doxytag="NL3D::convZFunction"></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 convZFunction </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CMaterial.html#s64">CMaterial::ZFunc</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>zfunc</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glenum</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__material_8cpp-source.html#l00052">52</a> of file <a class="el" href="driver__opengl__material_8cpp-source.html">driver_opengl_material.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a471" doxytag="NL3D::copyToValue"></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 copyToValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a10">sint32</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>value</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="track__keyframer_8h-source.html#l00411">411</a> of file <a class="el" href="track__keyframer_8h-source.html">track_keyframer.h</a>. </td>
+ </tr>
+</table>
+<a name="a470" doxytag="NL3D::copyToValue"></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 copyToValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>col</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>v</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="track__keyframer_8h-source.html#l00399">399</a> of file <a class="el" href="track__keyframer_8h-source.html">track_keyframer.h</a>. </td>
+ </tr>
+</table>
+<a name="a469" doxytag="NL3D::copyToValue"></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" colspan="4">
+template&lt;class T, class TKeyVal&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void copyToValue </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">T &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>value</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const TKeyVal &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>keyval</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="track__keyframer_8h-source.html#l00392">392</a> of file <a class="el" href="track__keyframer_8h-source.html">track_keyframer.h</a>.
+<p>
+Referenced by <a class="el" href="track__keyframer_8h-source.html#l00526">NL3D::CTrackKeyFramerLinear&lt; CKeyFloat, float &gt;::evalKey</a>, <a class="el" href="track__keyframer_8h-source.html#l00482">NL3D::CTrackKeyFramerConstBlendable&lt; CKeyQuat, CQuat &gt;::evalKey</a>, and <a class="el" href="track__keyframer_8h-source.html#l00445">NL3D::CTrackKeyFramerConstNotBlendable&lt; CKeyString, std::string &gt;::evalKey</a>. </td>
+ </tr>
+</table>
+<a name="a417" doxytag="NL3D::CPSAttribMaker< NLMISC::CRGBA >::getType"></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 char* <a class="el" href="classNL3D_1_1CPSAttribMaker.html">CPSAttribMaker</a>&lt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt;::getType </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="ps__color_8h-source.html#l00044">44</a> of file <a class="el" href="ps__color_8h-source.html">ps_color.h</a>. </td>
+ </tr>
+</table>
+<a name="a429" doxytag="NL3D::CreateDummyShape"></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_1CMesh.html">CMesh</a>* CreateDummyShape </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+a private function that create a dummy mesh :a cube with dummy textures.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__mesh_8cpp-source.html#l00092">92</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l00203">NL3D::CPSMesh::newElement</a>. </td>
+ </tr>
+</table>
+<a name="a445" doxytag="NL3D::CreateGradientTexture"></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_1ITexture.html">ITexture</a>* CreateGradientTexture </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> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private use : this create a gradient texture that goew from black to white.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__ribbon_8cpp-source.html#l00042">42</a> of file <a class="el" href="ps__ribbon_8cpp-source.html">ps_ribbon.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__tail__dot_8cpp-source.html#l00421">NL3D::CPSTailDot::updateMaterial</a>, <a class="el" href="ps__ribbon_8cpp-source.html#l00856">NL3D::CPSRibbon::updateTexturedMaterial</a>, and <a class="el" href="ps__ribbon_8cpp-source.html#l00790">NL3D::CPSRibbon::updateUntexturedMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a384" doxytag="NL3D::deleteElement"></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 deleteElement </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">vector&lt; <a class="el" href="memory__common_8h.html#a14">sint</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>array</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>elt</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mrm__builder_8cpp-source.html#l00051">51</a> of file <a class="el" href="mrm__builder_8cpp-source.html">mrm_builder.cpp</a>.
+<p>
+Referenced by <a class="el" href="mrm__builder_8cpp-source.html#l00484">NL3D::CMRMBuilder::collapseEdge</a>. </td>
+ </tr>
+</table>
+<a name="a358" doxytag="NL3D::doSwizzle"></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 doSwizzle </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">GLuint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>res</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLuint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>in</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outX</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outY</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outZ</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outW</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__vertex__program_8cpp-source.html#l00306">306</a> of file <a class="el" href="driver__opengl__vertex__program_8cpp-source.html">driver_opengl_vertex_program.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00371">NL3D::CDriverGL::setupEXTVertexShader</a>. </td>
+ </tr>
+</table>
+<a name="a359" doxytag="NL3D::doWriteMask"></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 doWriteMask </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">GLuint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>res</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLuint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>in</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outX</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outY</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outZ</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLenum&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outW</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__vertex__program_8cpp-source.html#l00355">355</a> of file <a class="el" href="driver__opengl__vertex__program_8cpp-source.html">driver_opengl_vertex_program.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__vertex__program_8cpp-source.html#l00371">NL3D::CDriverGL::setupEXTVertexShader</a>. </td>
+ </tr>
+</table>
+<a name="a418" doxytag="NL3D::DrawDot"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void DrawDot </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>it</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vb</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNL3D_1_1CPSAttribMaker.html">CPSAttribMaker</a>&lt; <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &gt; *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>colorScheme</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>leftToDo</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>owner</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><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><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcStep</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+===================================================================.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__dot_8cpp-source.html#l00052">52</a> of file <a class="el" href="ps__dot_8cpp-source.html">ps_dot.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__dot_8cpp-source.html#l00122">NL3D::CPSDot::draw</a>. </td>
+ </tr>
+</table>
+<a name="a371" doxytag="NL3D::drawPassTriArray"></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 drawPassTriArray </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mat</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="landscape_8cpp-source.html#l00933">933</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>. </td>
+ </tr>
+</table>
+<a name="a479" doxytag="NL3D::DrawPoly2D"></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 DrawPoly2D </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vb</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1IDriver.html">IDriver</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>drv</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CMatrix.html">NLMISC::CMatrix</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CPolygon.html">NLMISC::CPolygon</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="water__model_8cpp-source.html#l00340">340</a> of file <a class="el" href="water__model_8cpp-source.html">water_model.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__model_8cpp-source.html#l00364">NL3D::CWaterRenderObs::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a428" doxytag="NL3D::DummyShapeName"></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 std::string DummyShapeName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">"dummy mesh shape"&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>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l00203">NL3D::CPSMesh::newElement</a>, and <a class="el" href="ps__mesh_8cpp-source.html#l01044">NL3D::CPSConstraintMesh::update</a>. </td>
+ </tr>
+</table>
+<a name="a467" doxytag="NL3D::DummyTexName"></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::string DummyTexName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">"CTextureMultiFile:Dummy"&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Referenced by <a class="el" href="texture__multi__file_8cpp-source.html#l00107">NL3D::CTextureMultiFile::getTexNameByIndex</a>. </td>
+ </tr>
+</table>
+<a name="a458" doxytag="NL3D::DuplicateMBAndAddTexCoord"></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> DuplicateMBAndAddTexCoord </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>outMeshBuild</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CMesh_1_1CMeshBuild.html">CMesh::CMeshBuild</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>inMeshBuild</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private func : duplicate a mesh build It returns the index of the new texture coordinate or 0 if the conversion couldn't occur..
+<p>
+
+<p>
+Definition at line <a class="el" href="tangent__space__build_8cpp-source.html#l00044">44</a> of file <a class="el" href="tangent__space__build_8cpp-source.html">tangent_space_build.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a434" doxytag="NL3D::DuplicatePrimitiveBlock"></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 DuplicatePrimitiveBlock </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CPrimitiveBlock.html">CPrimitiveBlock</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcBlock</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPrimitiveBlock.html">CPrimitiveBlock</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destBlock</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>nbReplicate</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>vertOffset</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This duplicate a primitive block n time in the destination primitive block This is used to draw several mesh at once For each duplication, vertices indices are shifted from the given offset (number of vertices in the mesh).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__mesh_8cpp-source.html#l01792">1792</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01932">NL3D::CPSConstraintMesh::CMeshDisplayShare::buildRdrPassSet</a>. </td>
+ </tr>
+</table>
+<a name="a397" doxytag="NL3D::fastClamp01"></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 fastClamp01 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>x</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>
+
+<p>
+Definition at line <a class="el" href="patchdlm__context_8cpp-source.html#l00641">641</a> of file <a class="el" href="patchdlm__context_8cpp-source.html">patchdlm_context.cpp</a>.
+<p>
+Referenced by <a class="el" href="patchdlm__context_8cpp-source.html#l00648">NL3D::CPatchDLMContext::addPointLightInfluence</a>. </td>
+ </tr>
+</table>
+<a name="a374" doxytag="NL3D::fastFloor"></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#a14">sint</a> fastFloor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>x</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="landscape__collision__grid_8cpp-source.html#l00138">138</a> of file <a class="el" href="landscape__collision__grid_8cpp-source.html">landscape_collision_grid.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape__collision__grid_8cpp-source.html#l00147">NL3D::CLandscapeCollisionGrid::build</a>. </td>
+ </tr>
+</table>
+<a name="a372" doxytag="NL3D::fastFloorBegin"></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 fastFloorBegin </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="landscape__collision__grid_8cpp-source.html#l00136">136</a> of file <a class="el" href="landscape__collision__grid_8cpp-source.html">landscape_collision_grid.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape__collision__grid_8cpp-source.html#l00147">NL3D::CLandscapeCollisionGrid::build</a>. </td>
+ </tr>
+</table>
+<a name="a373" doxytag="NL3D::fastFloorEnd"></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 fastFloorEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="landscape__collision__grid_8cpp-source.html#l00137">137</a> of file <a class="el" href="landscape__collision__grid_8cpp-source.html">landscape_collision_grid.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape__collision__grid_8cpp-source.html#l00147">NL3D::CLandscapeCollisionGrid::build</a>. </td>
+ </tr>
+</table>
+<a name="a436" doxytag="NL3D::FillBufUsingSubdiv"></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_1CVector.html">NLMISC::CVector</a>* FillBufUsingSubdiv </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>value</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>clampValue</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>startValue</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>deltaT</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>maxNumStep</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destPos</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Private function used to fill a buffer with the same value by using the given subdivision.
+<p>
+NumStep and startValue are modified to give the steps that are above or equal to clampValue. <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>value</em>&nbsp;</td><td>
+The value to fill the buffer with. </td></tr>
+<tr><td valign=top><em>clampValue</em>&nbsp;</td><td>
+A float such as startValue + n * deltaT &lt; clampValue, where n is the number of value to fill. </td></tr>
+<tr><td valign=top><em>startValue</em>&nbsp;</td><td>
+The start value, used to get the number of steps, see clampValue. </td></tr>
+<tr><td valign=top><em>deltaT</em>&nbsp;</td><td>
+The step between values </td></tr>
+<tr><td valign=top><em>maxNumStep</em>&nbsp;</td><td>
+The max number of steps that can be filled. It is modified to </td></tr>
+<tr><td valign=top><em>destPos</em>&nbsp;</td><td>
+The destination, that will be filled with the given value </td></tr>
+<tr><td valign=top><em>stride</em>&nbsp;</td><td>
+Number of byte between each value to be copied </td></tr>
+</table>
+</dl>
+<p>
+Definition at line <a class="el" href="ps__misc_8h-source.html#l00061">61</a> of file <a class="el" href="ps__misc_8h-source.html">ps_misc.h</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8cpp-source.html#l00147">NL3D::CPSLocated::integrateSingle</a>, <a class="el" href="ps__force_8cpp-source.html#l01171">NL3D::CPSBrownianForce::integrateSingle</a>, and <a class="el" href="ps__force_8cpp-source.html#l00599">NL3D::CPSGravity::integrateSingle</a>. </td>
+ </tr>
+</table>
+<a name="a443" doxytag="NL3D::FillQuadCoords"></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 FillQuadCoords </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="mdname" nowrap>&nbsp; <em>dest</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>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>speed</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>time</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>num</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="ps__quad_8cpp-source.html#l00311">311</a> of file <a class="el" href="ps__quad_8cpp-source.html">ps_quad.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__quad_8cpp-source.html#l00382">NL3D::CPSQuad::updateVbColNUVForRender</a>. </td>
+ </tr>
+</table>
+<a name="a444" doxytag="NL3D::FillQuadCoordsLocalTime"></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 FillQuadCoordsLocalTime </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="mdname" nowrap>&nbsp; <em>dest</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>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector2f.html">NLMISC::CVector2f</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>speed</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcLoc</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>startIndex</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>num</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcStep</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="ps__quad_8cpp-source.html#l00335">335</a> of file <a class="el" href="ps__quad_8cpp-source.html">ps_quad.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__quad_8cpp-source.html#l00382">NL3D::CPSQuad::updateVbColNUVForRender</a>. </td>
+ </tr>
+</table>
+<a name="a476" doxytag="NL3D::FillWaterVB"></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 FillWaterVB </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> *&amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vbPointer</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>x</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>y</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>z</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>nx</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ny</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+store a value in a water vertex buffer, and increment the pointer.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__model_8cpp-source.html#l00150">150</a> of file <a class="el" href="water__model_8cpp-source.html">water_model.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a383" doxytag="NL3D::findElement"></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 findElement </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">vector&lt; <a class="el" href="memory__common_8h.html#a14">sint</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>array</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>elt</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="mrm__builder_8cpp-source.html#l00046">46</a> of file <a class="el" href="mrm__builder_8cpp-source.html">mrm_builder.cpp</a>.
+<p>
+Referenced by <a class="el" href="mrm__builder_8cpp-source.html#l00484">NL3D::CMRMBuilder::collapseEdge</a>. </td>
+ </tr>
+</table>
+<a name="a433" doxytag="NL3D::ForceMaterialModulation"></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 ForceMaterialModulation </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>destMat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcMat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>modulatedStages</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="ps__mesh_8cpp-source.html#l01571">1571</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a420" doxytag="NL3D::GenEmitterPositions"></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> GenEmitterPositions </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>emitter</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CPSLocated.html">CPSLocated</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>emittee</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>emitterIndex</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>numStep</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>deltaT</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="namespaceNL3D.html#a1">TAnimationTime</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>step</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>std::vector&lt; <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &gt; &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private : generate the various position of an emitter in the given tab for the given slice of time,.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__emitter_8cpp-source.html#l00553">553</a> of file <a class="el" href="ps__emitter_8cpp-source.html">ps_emitter.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__emitter_8cpp-source.html#l00601">NL3D::CPSEmitter::processRegularEmissionConsistent</a>. </td>
+ </tr>
+</table>
+<a name="a367" doxytag="NL3D::getBitPack"></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 getBitPack </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a11">uint32</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bitPtr</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>bitMask</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="hls__color__texture_8cpp-source.html#l00324">324</a> of file <a class="el" href="hls__color__texture_8cpp-source.html">hls_color_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="hls__color__texture_8cpp-source.html#l00337">NL3D::CHLSColorTexture::buildColorVersion</a>. </td>
+ </tr>
+</table>
+<a name="a432" doxytag="NL3D::GetDummyShapeFromBank"></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_1IShape.html">IShape</a>* GetDummyShapeFromBank </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CShapeBank.html">CShapeBank</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>sb</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="ps__mesh_8cpp-source.html#l01027">1027</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01044">NL3D::CPSConstraintMesh::update</a>. </td>
+ </tr>
+</table>
+<a name="a349" doxytag="NL3D::getGlSrcTextureComponentType"></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"> GLenum getGlSrcTextureComponentType </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">GLint&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>texSrcFormat</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__texture_8cpp-source.html#l00184">184</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00746">NL3D::CDriverGL::uploadTexture</a>. </td>
+ </tr>
+</table>
+<a name="a348" doxytag="NL3D::getGlSrcTextureFormat"></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"> GLint getGlSrcTextureFormat </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glfmt</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="driver__opengl__texture_8cpp-source.html#l00155">155</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00746">NL3D::CDriverGL::uploadTexture</a>. </td>
+ </tr>
+</table>
+<a name="a430" doxytag="NL3D::getMeshNumTri"></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> getMeshNumTri </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CMesh.html">CMesh</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>m</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+private : eval the number of triangles in a mesh.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__mesh_8cpp-source.html#l00431">431</a> of file <a class="el" href="ps__mesh_8cpp-source.html">ps_mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01044">NL3D::CPSConstraintMesh::update</a>. </td>
+ </tr>
+</table>
+<a name="a347" doxytag="NL3D::getTextureGl"></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_1CTextureDrvInfosGL.html">CTextureDrvInfosGL</a>* getTextureGl </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tex</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00074">74</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00884">NL3D::CDriverGL::activateTexture</a>, <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>, <a class="el" href="driver__opengl__texture_8cpp-source.html#l01128">NL3D::CDriverGL::swapTextureHandle</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00746">NL3D::CDriverGL::uploadTexture</a>. </td>
+ </tr>
+</table>
+<a name="a465" doxytag="NL3D::GetTextureSize"></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 GetTextureSize </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>width</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a15">uint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>height</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+===================================================================================================== This is used to get the size of a texture, with an optimisation in the case of texture files.
+<p>
+
+<p>
+Definition at line <a class="el" href="texture__grouped_8cpp-source.html#l00039">39</a> of file <a class="el" href="texture__grouped_8cpp-source.html">texture_grouped.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__grouped_8cpp-source.html#l00146">NL3D::CTextureGrouped::setTextures</a>. </td>
+ </tr>
+</table>
+<a name="a386" doxytag="NL3D::getUnpackLumelBlock"></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> getUnpackLumelBlock </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="memory__common_8h.html#a7">uint8</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</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>pixel</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="patch__lightmap_8cpp-source.html#l00134">134</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00657">NL3D::CPatch::computeTileLightmapEdgePrecomputed</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l00691">NL3D::CPatch::computeTileLightmapPixelPrecomputed</a>, and <a class="el" href="patch__lightmap_8cpp-source.html#l00623">NL3D::CPatch::getTileLumelmapPixelPrecomputed</a>. </td>
+ </tr>
+</table>
+<a name="a480" doxytag="NL3D::GetWaterPoolManager"></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_1CWaterPoolManager.html">CWaterPoolManager</a> &amp; NL3D::GetWaterPoolManager </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="water__pool__manager_8cpp-source.html#l00078">78</a> of file <a class="el" href="water__pool__manager_8cpp-source.html">water_pool_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00682">NL3D::CWaveMakerShape::clip</a>, <a class="el" href="water__shape_8cpp-source.html#l00554">NL3D::CWaterShape::envMapUpdate</a>, <a class="el" href="water__model_8cpp-source.html#l00112">NL3D::CWaterModel::getAttenuatedHeight</a>, <a class="el" href="water__model_8cpp-source.html#l00102">NL3D::CWaterModel::getHeight</a>, <a class="el" href="water__user_8cpp-source.html#l00040">NL3D::UWaterHeightMapManager::getWaterHeightMapFromID</a>, <a class="el" href="water__user_8cpp-source.html#l00049">NL3D::UWaterHeightMapManager::setBlendFactor</a>, <a class="el" href="water__model_8cpp-source.html#l01066">NL3D::CWaveMakerDetailObs::traverse</a>, <a class="el" href="water__model_8cpp-source.html#l00364">NL3D::CWaterRenderObs::traverse</a>, and <a class="el" href="water__shape_8cpp-source.html#l00237">NL3D::CWaterShape::~CWaterShape</a>. </td>
+ </tr>
+</table>
+<a name="a385" doxytag="NL3D::IDToLittleEndian"></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> IDToLittleEndian </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>input</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="particle__system__instance__user_8cpp-source.html#l00176">176</a> of file <a class="el" href="particle__system__instance__user_8cpp-source.html">particle_system_instance_user.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8cpp-source.html#l00690">NL3D::CPSLocated::deleteElement</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00190">NL3D::CParticleSystemInstanceUser::emit</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00218">NL3D::CParticleSystemInstanceUser::removeByID</a>, and <a class="el" href="particle__system__instance__user_8cpp-source.html#l00302">NL3D::CParticleSystemInstanceUser::setActive</a>. </td>
+ </tr>
+</table>
+<a name="a368" doxytag="NL3D::init3d"></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::init3d </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>
+Startup initialisation.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Cyril Corvazier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2000 </dl>
+<p>
+Definition at line <a class="el" href="init__3d_8cpp-source.html#l00035">35</a> of file <a class="el" href="init__3d_8cpp-source.html">init_3d.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a370" doxytag="NL3D::initPassTriArray"></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 initPassTriArray </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CPatchRdrPass.html">CPatchRdrPass</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>pass</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="landscape_8cpp-source.html#l00921">921</a> of file <a class="el" href="landscape_8cpp-source.html">landscape.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>. </td>
+ </tr>
+</table>
+<a name="a426" doxytag="NL3D::IntegrateSpeed"></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 IntegrateSpeed </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a15">uint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>count</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const float *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>ellapsedTime</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="ps__located_8cpp-source.html#l00955">955</a> of file <a class="el" href="ps__located_8cpp-source.html">ps_located.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__located_8cpp-source.html#l01067">NL3D::CPSLocated::step</a>. </td>
+ </tr>
+</table>
+<a name="a354" doxytag="NL3D::isDXTCFormat"></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 isDXTCFormat </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">GLint&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glfmt</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00296">296</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a411" doxytag="NL3D::Make4Private"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void Make4Private </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00297">297</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a399" doxytag="NL3D::Make4Private"></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::Make4Private </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>
+init the tab used for computations.
+<p>
+we use a trick to avoid ctor calls, but they may be used for some types in the future , so a specilization of this method could be added in these case.
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html#l00060">60</a> of file <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html">ps_attrib_maker_bin_op.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00346">NL3D::CPSAttribMakerBinOp::make4Private</a>. </td>
+ </tr>
+</table>
+<a name="a376" doxytag="NL3D::makeBBox"></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_1CAABBoxExt.html">NLMISC::CAABBoxExt</a> makeBBox </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const std::vector&lt; CVector &gt; &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>Vertices</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="mesh_8cpp-source.html#l00058">58</a> of file <a class="el" href="mesh_8cpp-source.html">mesh.cpp</a>.
+<p>
+Referenced by <a class="el" href="mesh__mrm_8cpp-source.html#l00242">NL3D::CMeshMRMGeom::build</a>, and <a class="el" href="mesh_8cpp-source.html#l00172">NL3D::CMeshGeom::build</a>. </td>
+ </tr>
+</table>
+<a name="a412" doxytag="NL3D::MakeNPrivate"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void MakeNPrivate </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>nbReplicate</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>srcStep</em> = (1 &lt;&lt; 16)</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>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00410">410</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a400" doxytag="NL3D::MakeNPrivate"></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::MakeNPrivate </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>nbReplicate</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>
+init the tab used for computations.
+<p>
+we use a trick to avoid ctor calls, but they may be used for some types in the future , so a specilization of this method could be added in these case.
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html#l00087">87</a> of file <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html">ps_attrib_maker_bin_op.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00476">NL3D::CPSAttribMakerBinOp::makeNPrivate</a>. </td>
+ </tr>
+</table>
+<a name="a410" doxytag="NL3D::MakePrivate"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> void MakePrivate </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00194">194</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a398" doxytag="NL3D::MakePrivate"></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::MakePrivate </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="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>stride</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a11">uint32</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>numAttrib</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPSBinOp.html#s6">CPSBinOp::BinOp</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>op</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>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html#l00034">34</a> of file <a class="el" href="ps__attrib__maker__bin__op_8cpp-source.html">ps_attrib_maker_bin_op.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00232">NL3D::CPSAttribMakerBinOp::makePrivate</a>. </td>
+ </tr>
+</table>
+<a name="a452" doxytag="NL3D::MakeProj"></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 MakeProj </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>dest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="ps__ribbon__look__at_8cpp-source.html#l00192">192</a> of file <a class="el" href="ps__ribbon__look__at_8cpp-source.html">ps_ribbon_look_at.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__look__at_8cpp-source.html#l00317">NL3D::CPSRibbonLookAt::displayRibbons</a>. </td>
+ </tr>
+</table>
+<a name="a421" doxytag="NL3D::MakeRandomUnitVect"></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 MakeRandomUnitVect </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">void&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+====================================================================================== this produce a random unit vector.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__face_8cpp-source.html#l00316">316</a> of file <a class="el" href="ps__face_8cpp-source.html">ps_face.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01189">NL3D::CPSConstraintMesh::hintRotateTheSame</a>, and <a class="el" href="ps__face_8cpp-source.html#l00327">NL3D::CPSFace::hintRotateTheSame</a>. </td>
+ </tr>
+</table>
+<a name="a462" doxytag="NL3D::matchEdge"></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 matchEdge </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector2f &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv0</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector2f &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uv1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector2f &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uva</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector2f &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>uvb</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="tessellation_8cpp-source.html#l02889">2889</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>.
+<p>
+Referenced by <a class="el" href="tessellation_8cpp-source.html#l02899">NL3D::CTessFace::linkTessFaceWithEdge</a>. </td>
+ </tr>
+</table>
+<a name="a317" doxytag="NL3D::mulAdd"></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 mulAdd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tgt</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="bezier__patch_8cpp-source.html#l00087">87</a> of file <a class="el" href="bezier__patch_8cpp-source.html">bezier_patch.cpp</a>.
+<p>
+Referenced by <a class="el" href="bezier__patch_8cpp-source.html#l00105">NL3D::CBezierPatch::eval</a>, <a class="el" href="bezier__patch_8cpp-source.html#l00187">NL3D::CBezierPatch::evalNormal</a>, <a class="el" href="bezier__patch_8cpp-source.html#l00271">NL3D::CBezierPatch::evalTangentS</a>, and <a class="el" href="bezier__patch_8cpp-source.html#l00321">NL3D::CBezierPatch::evalTangentT</a>. </td>
+ </tr>
+</table>
+<a name="a318" doxytag="NL3D::mulAddD"></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 mulAddD </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CVectorD &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tgt</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>double&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="bezier__patch_8cpp-source.html#l00096">96</a> of file <a class="el" href="bezier__patch_8cpp-source.html">bezier_patch.cpp</a>.
+<p>
+Referenced by <a class="el" href="bezier__patch_8cpp-source.html#l00145">NL3D::CBezierPatch::evalDouble</a>. </td>
+ </tr>
+</table>
+<a name="a369" doxytag="NL3D::NEL3DCalcBase"></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 NEL3DCalcBase </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CVector &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>direction</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>CMatrix &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>matrix</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="instance__lighter_8cpp-source.html#l00617">617</a> of file <a class="el" href="instance__lighter_8cpp-source.html">instance_lighter.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a390" doxytag="NL3D::NL3D_bilinearTileLightMap"></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_bilinearTileLightMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">CRGBA *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>tex</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>
+
+<p>
+Definition at line <a class="el" href="patch__lightmap_8cpp-source.html#l01402">1402</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a394" doxytag="NL3D::noiseCeil"></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#a14">sint</a> noiseCeil </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</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>
+
+<p>
+Definition at line <a class="el" href="patch__noise_8cpp-source.html#l00126">126</a> of file <a class="el" href="patch__noise_8cpp-source.html">patch_noise.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a392" doxytag="NL3D::noiseCeilF"></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"> float noiseCeilF </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</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>
+
+<p>
+Definition at line <a class="el" href="patch__noise_8cpp-source.html#l00117">117</a> of file <a class="el" href="patch__noise_8cpp-source.html">patch_noise.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__noise_8cpp-source.html#l00726">NL3D::CPatch::computeNormalCornerSmooth</a>, and <a class="el" href="patch__noise_8cpp-source.html#l00586">NL3D::CPatch::computeNormalEdgeSmooth</a>. </td>
+ </tr>
+</table>
+<a name="a393" doxytag="NL3D::noiseFloor"></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#a14">sint</a> noiseFloor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</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>
+
+<p>
+Definition at line <a class="el" href="patch__noise_8cpp-source.html#l00122">122</a> of file <a class="el" href="patch__noise_8cpp-source.html">patch_noise.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__noise_8cpp-source.html#l00469">NL3D::CPatch::computeDisplaceCornerSmooth</a>, <a class="el" href="patch__noise_8cpp-source.html#l00286">NL3D::CPatch::computeDisplaceEdgeSmooth</a>, and <a class="el" href="patch__noise_8cpp-source.html#l00166">NL3D::CPatch::computeDisplaceRawCoordinates</a>. </td>
+ </tr>
+</table>
+<a name="a391" doxytag="NL3D::noiseFloorF"></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"> float noiseFloorF </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>f</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>
+
+<p>
+Definition at line <a class="el" href="patch__noise_8cpp-source.html#l00113">113</a> of file <a class="el" href="patch__noise_8cpp-source.html">patch_noise.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__noise_8cpp-source.html#l00726">NL3D::CPatch::computeNormalCornerSmooth</a>, and <a class="el" href="patch__noise_8cpp-source.html#l00586">NL3D::CPatch::computeNormalEdgeSmooth</a>. </td>
+ </tr>
+</table>
+<a name="a464" doxytag="NL3D::NormalizeDsDt"></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"> float NormalizeDsDt </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a9">uint16</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>width</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>height</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>bool&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>absolute</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Normalize a DsDt texture after it has been built, and return the normalization factor.
+<p>
+
+<p>
+Definition at line <a class="el" href="texture__bump_8cpp-source.html#l00061">61</a> of file <a class="el" href="texture__bump_8cpp-source.html">texture_bump.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__bump_8cpp-source.html#l00176">NL3D::CTextureBump::doGenerate</a>. </td>
+ </tr>
+</table>
+<a name="a454" doxytag="NL3D::operator<"></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 operator&lt; </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CEdge.html">CEdge</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>e1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CEdge.html">CEdge</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>e2</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>
+
+<p>
+Definition at line <a class="el" href="quad__effect_8cpp-source.html#l00056">56</a> of file <a class="el" href="quad__effect_8cpp-source.html">quad_effect.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a440" doxytag="NL3D::operator<"></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 operator&lt; </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__plane__basis_8h-source.html#l00085">85</a> of file <a class="el" href="ps__plane__basis_8h-source.html">ps_plane_basis.h</a>. </td>
+ </tr>
+</table>
+<a name="a427" doxytag="NL3D::operator<"></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 operator&lt; </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CPSLocatedBindable.html">CPSLocatedBindable</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lhs</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNL3D_1_1CPSLocatedBindable.html">CPSLocatedBindable</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>rhs</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+less operator on located bindable.
+<p>
+They're sorted in decreasing priority order
+<p>
+Definition at line <a class="el" href="ps__located_8h-source.html#l00996">996</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>. </td>
+ </tr>
+</table>
+<a name="a424" doxytag="NL3D::operator<"></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 operator&lt; </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPSFloatCurveFunctor_1_1CCtrlPoint.html">CPSFloatCurveFunctor::CCtrlPoint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>lhs</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CPSFloatCurveFunctor_1_1CCtrlPoint.html">CPSFloatCurveFunctor::CCtrlPoint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>rhs</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__float_8h-source.html#l00185">185</a> of file <a class="el" href="ps__float_8h-source.html">ps_float.h</a>. </td>
+ </tr>
+</table>
+<a name="a362" doxytag="NL3D::OptFastFloor"></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#a14">sint</a> OptFastFloor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>x</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>
+
+<p>
+Definition at line <a class="el" href="fast__floor_8h-source.html#l00125">125</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l01148">NL3D::CVegetableManager::addInstance</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01496">NL3D::CPatch::appendTileLightInfluences</a>, <a class="el" href="hls__color__texture_8cpp-source.html#l00628">NL3D::CHLSColorTexture::compressBlockRGB</a>, <a class="el" href="lighting__manager_8cpp-source.html#l00249">NL3D::CLightingManager::computeModelLightContributions</a>, <a class="el" href="fasthls__modifier_8cpp-source.html#l00414">NL3D::CFastHLSModifier::convertRGBABitmap</a>, <a class="el" href="ps__face__look__at_8cpp-source.html#l00054">NL3D::CPSFaceLookAtHelper::drawLookAt</a>, <a class="el" href="lod__character__shape_8cpp-source.html#l00660">NL3D::CLodCharacterShape::endBoneColor</a>, <a class="el" href="noise__value_8cpp-source.html#l00309">NL3D::CNoiseColorGradient::eval</a>, <a class="el" href="noise__value_8cpp-source.html#l00119">NL3D::CRandomGrid3D::evalBiLinear</a>, <a class="el" href="noise__value_8cpp-source.html#l00101">NL3D::CRandomGrid3D::evalNearest</a>, <a class="el" href="vegetable_8cpp-source.html#l00132">NL3D::CVegetable::generateGroupEx</a>, <a class="el" href="patch__vegetable_8cpp-source.html#l00050">NL3D::CPatch::generateTileVegetable</a>, <a class="el" href="patch__lightmap_8cpp-source.html#l01452">NL3D::CPatch::getLumel</a>, <a class="el" href="surface__light__grid_8cpp-source.html#l00062">NL3D::CSurfaceLightGrid::getStaticLightSetup</a>, <a class="el" href="patch_8cpp-source.html#l02242">NL3D::CPatch::getTileElement</a>, <a class="el" href="tess__face__priority__list_8cpp-source.html#l00273">NL3D::CTessFacePriorityList::insert</a>, <a class="el" href="clip__trav_8cpp-source.html#l00433">NL3D::CClipTrav::loadBalanceSkeletonCLod</a>, <a class="el" href="ps__plane__basis__maker_8h-source.html#l00175">NL3D::CSpinnerFunctor::operator()</a>, <a class="el" href="ps__float_8h-source.html#l00160">NL3D::CPSFloatCurveFunctor::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00290">NL3D::CPSValueGradientFunc&lt; sint32 &gt;::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00195">NL3D::CPSValueBlendSampleFunc&lt; NLMISC::CRGBA, n &gt;::operator()</a>, <a class="el" href="mesh__blender_8cpp-source.html#l00132">NL3D::CMeshBlender::prepareRenderForGlobalAlphaCoarseMesh</a>, <a class="el" href="vegetable__manager_8cpp-source.html#l01822">NL3D::CVegetableManager::render</a>, <a class="el" href="mesh__mrm_8cpp-source.html#l00921">NL3D::CMeshMRMGeom::render</a>, <a class="el" href="mesh_8cpp-source.html#l00589">NL3D::CMeshGeom::render</a>, <a class="el" href="transform_8cpp-source.html#l00934">NL3D::CTransformLightObs::traverse</a>, and <a class="el" href="render__trav_8cpp-source.html#l00090">NL3D::CRenderTrav::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a366" doxytag="NL3D::OptFastFloor24"></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> OptFastFloor24 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>x</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>
+
+<p>
+Definition at line <a class="el" href="fast__floor_8h-source.html#l00138">138</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="patchdlm__context_8cpp-source.html#l00648">NL3D::CPatchDLMContext::addPointLightInfluence</a>. </td>
+ </tr>
+</table>
+<a name="a360" doxytag="NL3D::OptFastFloorBegin"></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 OptFastFloorBegin </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</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="fast__floor_8h-source.html#l00123">123</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="ps__face__look__at_8cpp-source.html#l00054">NL3D::CPSFaceLookAtHelper::drawLookAt</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l01172">NL3D::CPSAttribMakerT::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00060">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>, <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, <a class="el" href="render__trav_8cpp-source.html#l00090">NL3D::CRenderTrav::traverse</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">NL3D::CLandscape::updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="a364" doxytag="NL3D::OptFastFloorBegin24"></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 OptFastFloorBegin24 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</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="fast__floor_8h-source.html#l00136">136</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="patchdlm__context_8cpp-source.html#l00648">NL3D::CPatchDLMContext::addPointLightInfluence</a>. </td>
+ </tr>
+</table>
+<a name="a361" doxytag="NL3D::OptFastFloorEnd"></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 OptFastFloorEnd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</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="fast__floor_8h-source.html#l00124">124</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="ps__face__look__at_8cpp-source.html#l00054">NL3D::CPSFaceLookAtHelper::drawLookAt</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l01172">NL3D::CPSAttribMakerT::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00060">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00596">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00790">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00978">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeN</a>, <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, <a class="el" href="render__trav_8cpp-source.html#l00090">NL3D::CRenderTrav::traverse</a>, and <a class="el" href="landscape_8cpp-source.html#l03294">NL3D::CLandscape::updateLightingAll</a>. </td>
+ </tr>
+</table>
+<a name="a365" doxytag="NL3D::OptFastFloorEnd24"></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 OptFastFloorEnd24 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline]</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="fast__floor_8h-source.html#l00137">137</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="patchdlm__context_8cpp-source.html#l00648">NL3D::CPatchDLMContext::addPointLightInfluence</a>. </td>
+ </tr>
+</table>
+<a name="a363" doxytag="NL3D::OptFastFractionnalPart"></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"> float OptFastFractionnalPart </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>x</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>
+
+<p>
+Definition at line <a class="el" href="fast__floor_8h-source.html#l00130">130</a> of file <a class="el" href="fast__floor_8h-source.html">fast_floor.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__helper_8h-source.html#l01172">NL3D::CPSAttribMakerT::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00293">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4ByIterator</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00191">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeByIterator</a>, and <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00448">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeNByIterator</a>. </td>
+ </tr>
+</table>
+<a name="a408" doxytag="NL3D::PSBinOpAdd"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> PSBinOpAdd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00092">92</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a405" doxytag="NL3D::PSBinOpAdd"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> PSBinOpAdd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00069">69</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a402" doxytag="NL3D::PSBinOpAdd"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> T PSBinOpAdd </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00047">47</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00164">NL3D::CPSAttribMakerBinOp::get</a>. </td>
+ </tr>
+</table>
+<a name="a407" doxytag="NL3D::PSBinOpModulate"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> PSBinOpModulate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00085">85</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a404" doxytag="NL3D::PSBinOpModulate"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> PSBinOpModulate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00052">52</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a401" doxytag="NL3D::PSBinOpModulate"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> T PSBinOpModulate </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Some template functions and some specialization for binary operations We don't override the usual operators, because we may want behaviour such as saturation, and this may be misleading with usual operators.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00045">45</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00164">NL3D::CPSAttribMakerBinOp::get</a>. </td>
+ </tr>
+</table>
+<a name="a409" doxytag="NL3D::PSBinOpSubtract"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> PSBinOpSubtract </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00101">101</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a406" doxytag="NL3D::PSBinOpSubtract"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> PSBinOpSubtract </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>p2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00075">75</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>. </td>
+ </tr>
+</table>
+<a name="a403" doxytag="NL3D::PSBinOpSubtract"></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" colspan="4">
+template&lt;class T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> T PSBinOpSubtract </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>T&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>arg2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</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="ps__attrib__maker__bin__op__inline_8h-source.html#l00049">49</a> of file <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html">ps_attrib_maker_bin_op_inline.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00164">NL3D::CPSAttribMakerBinOp::get</a>. </td>
+ </tr>
+</table>
+<a name="a416" doxytag="NL3D::PSRegisterColorAttribs"></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::PSRegisterColorAttribs </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>
+Register attribute makers based on colors (used in particle systems).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__color_8cpp-source.html#l00047">47</a> of file <a class="el" href="ps__color_8cpp-source.html">ps_color.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__register__attribs_8cpp-source.html#l00040">NL3D::CPSUtil::registerAttribs</a>. </td>
+ </tr>
+</table>
+<a name="a423" doxytag="NL3D::PSRegisterFloatAttribs"></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::PSRegisterFloatAttribs </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>
+Register attribute makers based on floats (used in particle systems).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__float_8cpp-source.html#l00199">199</a> of file <a class="el" href="ps__float_8cpp-source.html">ps_float.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__register__attribs_8cpp-source.html#l00040">NL3D::CPSUtil::registerAttribs</a>. </td>
+ </tr>
+</table>
+<a name="a425" doxytag="NL3D::PSRegisterIntAttribs"></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::PSRegisterIntAttribs </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>
+Register attribute makers based on int (used in particle systems).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__int_8cpp-source.html#l00054">54</a> of file <a class="el" href="ps__int_8cpp-source.html">ps_int.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__register__attribs_8cpp-source.html#l00040">NL3D::CPSUtil::registerAttribs</a>. </td>
+ </tr>
+</table>
+<a name="a441" doxytag="NL3D::PSRegisterPlaneBasisAttribs"></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::PSRegisterPlaneBasisAttribs </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>
+Register attribute makers based on colors (used in particle systems).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__plane__basis__maker_8cpp-source.html#l00253">253</a> of file <a class="el" href="ps__plane__basis__maker_8cpp-source.html">ps_plane_basis_maker.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__register__attribs_8cpp-source.html#l00040">NL3D::CPSUtil::registerAttribs</a>. </td>
+ </tr>
+</table>
+<a name="a415" doxytag="NL3D::PSValueBlend"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> PSValueBlend </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>alpha</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="structNL3D_1_1CPlaneBasis.html">CPlaneBasis</a> specilization of the PSValueBlend function.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__template_8h-source.html#l00069">69</a> of file <a class="el" href="ps__attrib__maker__template_8h-source.html">ps_attrib_maker_template.h</a>. </td>
+ </tr>
+</table>
+<a name="a414" doxytag="NL3D::PSValueBlend"></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" colspan="4">
+template&lt;&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> PSValueBlend </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>alpha</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a> specialization of the PSValueBlend function.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__template_8h-source.html#l00059">59</a> of file <a class="el" href="ps__attrib__maker__template_8h-source.html">ps_attrib_maker_template.h</a>. </td>
+ </tr>
+</table>
+<a name="a413" doxytag="NL3D::PSValueBlend"></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" colspan="4">
+template&lt;typename T&gt; </td>
+ </tr>
+ <tr>
+ <td class="md" nowrap valign="top"> T PSValueBlend </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const T &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const T &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t2</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>alpha</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+a blending function it blends between t1 and t2 by the alpha amount specializing this function may help with some types of data that don't have the needed operator (<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>).
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__template_8h-source.html#l00051">51</a> of file <a class="el" href="ps__attrib__maker__template_8h-source.html">ps_attrib_maker_template.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__template_8h-source.html#l00113">NL3D::CPSValueBlendFunc&lt; sint32 &gt;::operator()</a>, <a class="el" href="ps__attrib__maker__template_8h-source.html#l00408">NL3D::CPSValueGradientFunc::setValues</a>, and <a class="el" href="ps__attrib__maker__template_8h-source.html#l00211">NL3D::CPSValueBlendSampleFunc&lt; NLMISC::CRGBA, n &gt;::setValues</a>. </td>
+ </tr>
+</table>
+<a name="a472" doxytag="NL3D::RandomGenerator"></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_1CNoiseValue.html">CNoiseValue</a> RandomGenerator </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">0&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>1&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>7.&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>68f</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Referenced by <a class="el" href="vegetable_8cpp-source.html#l00190">NL3D::CVegetable::generateGroupBiLinear</a>, and <a class="el" href="vegetable_8cpp-source.html#l00132">NL3D::CVegetable::generateGroupEx</a>. </td>
+ </tr>
+</table>
+<a name="a342" doxytag="NL3D::registerGlExtensions"></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::registerGlExtensions </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="structNL3D_1_1CGlExtensions.html">CGlExtensions</a> &amp;&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>ext</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>
+This function test and register the extensions for the current GL context.
+<p>
+
+<p>
+Definition at line <a class="el" href="driver__opengl__extension_8cpp-source.html#l00773">773</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl_8cpp-source.html#l00358">NL3D::CDriverGL::setDisplay</a>. </td>
+ </tr>
+</table>
+<a name="a455" doxytag="NL3D::registerSerial3d"></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::registerSerial3d </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>
+This global function register all Serialisable Polymorphic 3D classes.
+<p>
+<dl compact><dt><b>
+Author: </b><dd>
+Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
+Date: </b><dd>
+2000 </dl>
+<p>
+Definition at line <a class="el" href="register__3d_8cpp-source.html#l00062">62</a> of file <a class="el" href="register__3d_8cpp-source.html">register_3d.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__user_8cpp-source.html#l00114">NL3D::CDriverUser::CDriverUser</a>, and <a class="el" href="nelu_8cpp-source.html#l00166">NL3D::CNELU::init</a>. </td>
+ </tr>
+</table>
+<a name="a396" doxytag="NL3D::renderFaceVector"></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 renderFaceVector </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CLandscapeFaceVector.html">CLandscapeFaceVector</a> *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>fv</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="patch__render_8cpp-source.html#l00469">469</a> of file <a class="el" href="patch__render_8cpp-source.html">patch_render.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__render_8cpp-source.html#l00526">NL3D::CPatch::renderFar0</a>, <a class="el" href="patch__render_8cpp-source.html#l00577">NL3D::CPatch::renderFar1</a>, <a class="el" href="patch__render_8cpp-source.html#l00628">NL3D::CTileMaterial::renderTile</a>, <a class="el" href="patch__render_8cpp-source.html#l00656">NL3D::CTileMaterial::renderTilePassLightmap</a>, and <a class="el" href="patch__render_8cpp-source.html#l00643">NL3D::CTileMaterial::renderTilePassRGB0</a>. </td>
+ </tr>
+</table>
+<a name="a353" doxytag="NL3D::sameDXTCFormat"></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 sameDXTCFormat </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html">ITexture</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tex</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>GLint&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>glfmt</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00280">280</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00746">NL3D::CDriverGL::uploadTexture</a>. </td>
+ </tr>
+</table>
+<a name="a435" doxytag="NL3D::ScaleFloatGE"></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> ScaleFloatGE </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>f</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>deltaT</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>clampValue</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>numStep</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Find a quantity to add to a float f such as f + deltaT * numStep, be &gt;= than a given float (endValue).
+<p>
+numStep is an integer,. It gives the number of steps used. If the number of steps is equal or greater than numStep, it is clamped to numStep <dl compact><dt><b>
+Parameters: </b><dd>
+<table border=0 cellspacing=2 cellpadding=0>
+<tr><td valign=top><em>f</em>&nbsp;</td><td>
+the start value. </td></tr>
+</table>
+</dl><dl compact><dt><b>
+Returns: </b><dd>
+The number of steps. </dl>
+<p>
+Definition at line <a class="el" href="ps__misc_8h-source.html#l00041">41</a> of file <a class="el" href="ps__misc_8h-source.html">ps_misc.h</a>.
+<p>
+Referenced by <a class="el" href="ps__force_8cpp-source.html#l01171">NL3D::CPSBrownianForce::integrateSingle</a>, and <a class="el" href="ps__force_8cpp-source.html#l00599">NL3D::CPSGravity::integrateSingle</a>. </td>
+ </tr>
+</table>
+<a name="a457" doxytag="NL3D::SegRemanenceShapeId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> SegRemanenceShapeId </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">0x4ef83d8d&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>0x14d018f7&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;</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>
+
+<p>
+Referenced by <a class="el" href="seg__remanence_8cpp-source.html#l00127">NL3D::CSegRemanence::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a323" doxytag="NL3D::setupARBMultiTexture"></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 setupARBMultiTexture </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00323">323</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a325" doxytag="NL3D::setupARBTextureCompression"></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 setupARBTextureCompression </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00380">380</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a333" doxytag="NL3D::setupARBTextureCubeMap"></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 setupARBTextureCubeMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00503">503</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a332" doxytag="NL3D::setupATIEnvMapBumpMap"></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 setupATIEnvMapBumpMap </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00490">490</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a341" doxytag="NL3D::setupATIVertexArrayObject"></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 setupATIVertexArrayObject </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00747">747</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a331" doxytag="NL3D::setupATIXTextureEnvCombine3"></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 setupATIXTextureEnvCombine3 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00481">481</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a339" doxytag="NL3D::setupEXTBlendColor"></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 setupEXTBlendColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00725">725</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a336" doxytag="NL3D::setupEXTSecondaryColor"></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 setupEXTSecondaryColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00654">654</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a329" doxytag="NL3D::setupEXTSeparateSpecularColor"></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 setupEXTSeparateSpecularColor </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00462">462</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a327" doxytag="NL3D::setupEXTTextureCompressionS3TC"></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 setupEXTTextureCompressionS3TC </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00437">437</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a324" doxytag="NL3D::setupEXTTextureEnvCombine"></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 setupEXTTextureEnvCombine </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00370">370</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a335" doxytag="NL3D::setupEXTVertexShader"></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 setupEXTVertexShader </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00588">588</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a328" doxytag="NL3D::setupEXTVertexWeighting"></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 setupEXTVertexWeighting </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00447">447</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a382" doxytag="NL3D::SetupForMaterial"></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 SetupForMaterial </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mat</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CScene.html">CScene</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>scene</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="meshvp__wind__tree_8cpp-source.html#l00317">317</a> of file <a class="el" href="meshvp__wind__tree_8cpp-source.html">meshvp_wind_tree.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00324">NL3D::CMeshVPWindTree::setupForMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a439" doxytag="NL3D::SetupModulatedStage"></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 SetupModulatedStage </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CMaterial.html">CMaterial</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>m</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>stage</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMaterial.html#z538_1">CMaterial::TTexSource</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src1</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CMaterial.html#z538_1">CMaterial::TTexSource</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>src2</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+setup a stage as modulate, by specifying the source and destination.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__particle__basic_8h-source.html#l00814">814</a> of file <a class="el" href="ps__particle__basic_8h-source.html">ps_particle_basic.h</a>.
+<p>
+Referenced by <a class="el" href="ps__dot_8cpp-source.html#l00122">NL3D::CPSDot::draw</a>, <a class="el" href="ps__fan__light_8cpp-source.html#l00286">NL3D::CPSFanLight::setupMaterial</a>, <a class="el" href="ps__tail__dot_8cpp-source.html#l00421">NL3D::CPSTailDot::updateMaterial</a>, <a class="el" href="ps__ribbon_8cpp-source.html#l00856">NL3D::CPSRibbon::updateTexturedMaterial</a>, and <a class="el" href="ps__ribbon_8cpp-source.html#l00790">NL3D::CPSRibbon::updateUntexturedMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a330" doxytag="NL3D::setupNVTextureEnvCombine4"></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 setupNVTextureEnvCombine4 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00472">472</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a338" doxytag="NL3D::setupNVTextureShader"></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 setupNVTextureShader </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00715">715</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a326" doxytag="NL3D::setupNVVertexArrayRange"></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 setupNVVertexArrayRange </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00398">398</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a340" doxytag="NL3D::setupNVVertexArrayRange2"></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 setupNVVertexArrayRange2 </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00737">737</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a334" doxytag="NL3D::setupNVVertexProgram"></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 setupNVVertexProgram </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00513">513</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a442" doxytag="NL3D::SetupQuadVBTexCoords"></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 SetupQuadVBTexCoords </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1CVertexBuffer.html">CVertexBuffer</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vb</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>texCoordSet</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+================================================================================== fill textures coordinates for a quad vb.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__quad_8cpp-source.html#l00098">98</a> of file <a class="el" href="ps__quad_8cpp-source.html">ps_quad.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__quad_8cpp-source.html#l00115">NL3D::CPSQuad::initVertexBuffers</a>. </td>
+ </tr>
+</table>
+<a name="a477" doxytag="NL3D::SetupWaterVertex"></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 SetupWaterVertex </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qLeft</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qRight</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qUp</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qDown</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qSubLeft</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>qSubDown</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="classNLMISC_1_1CVector.html">NLMISC::CVector</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>inter</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>invWaterRatio</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>doubleWaterHeightMapSize</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="classNL3D_1_1CWaterHeightMap.html">CWaterHeightMap</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>whm</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a7">uint8</a> *&amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>vbPointer</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>offsetX</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>float&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>offsetY</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+this inline function setup one WaterPrev vertex.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__model_8cpp-source.html#l00167">167</a> of file <a class="el" href="water__model_8cpp-source.html">water_model.cpp</a>.
+<p>
+Referenced by <a class="el" href="water__model_8cpp-source.html#l00364">NL3D::CWaterRenderObs::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a337" doxytag="NL3D::setupWGLARBPBuffer"></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 setupWGLARBPBuffer </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const char *&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>glext</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [static]</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="driver__opengl__extension_8cpp-source.html#l00683">683</a> of file <a class="el" href="driver__opengl__extension_8cpp-source.html">driver_opengl_extension.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a316" doxytag="NL3D::SpawnedSourceEndedCallback"></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::SpawnedSourceEndedCallback </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNLSOUND_1_1USource.html">NLSOUND::USource</a> *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>source</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>void *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>userParam</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+this callback is called when a spawned source has ended, so that we know that the pointer to it is invalid...
+<p>
+
+<p>
+Definition at line <a class="el" href="u__ps__sound__impl_8h-source.html#l00193">193</a> of file <a class="el" href="u__ps__sound__impl_8h-source.html">u_ps_sound_impl.h</a>.
+<p>
+Referenced by <a class="el" href="u__ps__sound__impl_8h-source.html#l00163">NL3D::CPSSoundServImpl::createSound</a>. </td>
+ </tr>
+</table>
+<a name="a482" doxytag="NL3D::st2uv"></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"> CVector2f st2uv </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>s</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CPatchInfo.html">CPatchInfo</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patch</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>
+
+<p>
+Definition at line <a class="el" href="zone__symmetrisation_8cpp-source.html#l00629">629</a> of file <a class="el" href="zone__symmetrisation_8cpp-source.html">zone_symmetrisation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a456" doxytag="NL3D::strReplaceAll"></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 strReplaceAll </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>strInOut</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tokenSrc</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const string &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>tokenDst</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</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="render__trav_8cpp-source.html#l00921">921</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a351" doxytag="NL3D::translateMagFilterToGl"></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"> GLenum translateMagFilterToGl </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html#s30">ITexture::TMagFilter</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mode</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00246">246</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00884">NL3D::CDriverGL::activateTexture</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>. </td>
+ </tr>
+</table>
+<a name="a352" doxytag="NL3D::translateMinFilterToGl"></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"> GLenum translateMinFilterToGl </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html#s31">ITexture::TMinFilter</a>&nbsp;</td>
+ <td class="mdname1" valign="top" nowrap>&nbsp; <em>mode</em> </td>
+ <td class="md" valign="top">)&nbsp;</td>
+ <td class="md" nowrap><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00261">261</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00884">NL3D::CDriverGL::activateTexture</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>. </td>
+ </tr>
+</table>
+<a name="a350" doxytag="NL3D::translateWrapToGl"></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"> GLenum translateWrapToGl </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top"><a class="el" href="classNL3D_1_1ITexture.html#s28">ITexture::TWrapMode</a>&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>mode</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CGlExtensions.html">CGlExtensions</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>extensions</em></td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [inline, static]</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="driver__opengl__texture_8cpp-source.html#l00231">231</a> of file <a class="el" href="driver__opengl__texture_8cpp-source.html">driver_opengl_texture.cpp</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__texture_8cpp-source.html#l00884">NL3D::CDriverGL::activateTexture</a>, and <a class="el" href="driver__opengl__texture_8cpp-source.html#l00319">NL3D::CDriverGL::setupTextureEx</a>. </td>
+ </tr>
+</table>
+<a name="a468" doxytag="NL3D::TroncFileName"></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 TroncFileName </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">char *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sDest</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const char *&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>sSrc</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>
+
+<p>
+Definition at line <a class="el" href="tile__bank_8cpp-source.html#l00335">335</a> of file <a class="el" href="tile__bank_8cpp-source.html">tile_bank.cpp</a>.
+<p>
+Referenced by <a class="el" href="tile__bank_8cpp-source.html#l00352">NL3D::CTileBank::makeAllPathRelative</a>. </td>
+ </tr>
+</table>
+<a name="a483" doxytag="NL3D::uv2st"></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 uv2st </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">const CVector2f &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>in</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>s</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap><a class="el" href="memory__common_8h.html#a14">sint</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>t</em>, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>const <a class="el" href="structNL3D_1_1CPatchInfo.html">CPatchInfo</a> &amp;&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp; <em>patch</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>
+
+<p>
+Definition at line <a class="el" href="zone__symmetrisation_8cpp-source.html#l00636">636</a> of file <a class="el" href="zone__symmetrisation_8cpp-source.html">zone_symmetrisation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a466" doxytag="NL3D::WhitePix"></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_1CRGBA.html">NLMISC::CRGBA</a> WhitePix </td>
+ <td class="md" valign="top">(&nbsp;</td>
+ <td class="md" nowrap valign="top">255&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>255&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>255&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;, </td>
+ </tr>
+ <tr>
+ <td></td>
+ <td></td>
+ <td class="md" nowrap>255&nbsp;</td>
+ <td class="mdname" nowrap>&nbsp;</td>
+ </tr>
+ <tr>
+ <td></td>
+ <td class="md">)&nbsp;</td>
+ <td class="md" colspan="2"><code> [static]</code></td>
+ </tr>
+
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+ </td>
+ </tr>
+</table>
+<hr><h2>Variable Documentation</h2>
+<a name="a40" doxytag="NL3D::_SinWave"></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="structNL3D_1_1CSinWave.html">NL3D::CSinWave</a> NL3D::_SinWave
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+
+<p>
+Referenced by <a class="el" href="heat__haze_8cpp-source.html#l00051">NL3D::CHeatHaze::performHeatHaze</a>. </td>
+ </tr>
+</table>
+<a name="a3" doxytag="NL3D::AnimDetailTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::AnimDetailTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x373f6772, 0x3f562fa3)
+ </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="anim__detail__trav_8h-source.html#l00050">50</a> of file <a class="el" href="anim__detail__trav_8h-source.html">anim_detail_trav.h</a>.
+<p>
+Referenced by <a class="el" href="hrc__trav_8cpp-source.html#l00068">NL3D::IBaseHrcObs::init</a>, <a class="el" href="base__clip__obs_8cpp-source.html#l00067">NL3D::IBaseClipObs::init</a>, <a class="el" href="water__model_8cpp-source.html#l01043">NL3D::CWaveMakerModel::registerBasic</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00055">NL3D::CSkeletonModel::registerBasic</a>, <a class="el" href="seg__remanence_8cpp-source.html#l00127">NL3D::CSegRemanence::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00114">NL3D::CParticleSystemModel::registerBasic</a>, and <a class="el" href="mesh__base__instance_8cpp-source.html#l00070">NL3D::CMeshBaseInstance::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a4" doxytag="NL3D::atoto1"></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="namespaceNL3D.html#a11">CAnimatedValueBool</a> NL3D::atoto1
+ </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="animated__value_8cpp-source.html#l00034">34</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a5" doxytag="NL3D::atoto2"></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="namespaceNL3D.html#a12">CAnimatedValueInt</a> NL3D::atoto2
+ </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="animated__value_8cpp-source.html#l00035">35</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a6" doxytag="NL3D::atoto3"></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="namespaceNL3D.html#a13">CAnimatedValueFloat</a> NL3D::atoto3
+ </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="animated__value_8cpp-source.html#l00036">36</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a7" doxytag="NL3D::atoto4"></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="namespaceNL3D.html#a14">CAnimatedValueVector</a> NL3D::atoto4
+ </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="animated__value_8cpp-source.html#l00037">37</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a8" doxytag="NL3D::atoto5"></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="namespaceNL3D.html#a15">CAnimatedValueString</a> NL3D::atoto5
+ </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="animated__value_8cpp-source.html#l00038">38</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a9" doxytag="NL3D::atoto6"></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="namespaceNL3D.html#a16">CAnimatedValueQuat</a> NL3D::atoto6
+ </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="animated__value_8cpp-source.html#l00039">39</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a10" doxytag="NL3D::atoto7"></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="namespaceNL3D.html#a17">CAnimatedValueRGBA</a> NL3D::atoto7
+ </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="animated__value_8cpp-source.html#l00040">40</a> of file <a class="el" href="animated__value_8cpp-source.html">animated_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a267" doxytag="NL3D::attoto10"></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_1CTrackKeyFramerConstFloat.html">CTrackKeyFramerConstFloat</a> NL3D::attoto10
+ </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="track__keyframer_8cpp-source.html#l00074">74</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a268" doxytag="NL3D::attoto11"></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_1CTrackKeyFramerConstVector.html">CTrackKeyFramerConstVector</a> NL3D::attoto11
+ </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="track__keyframer_8cpp-source.html#l00075">75</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a269" doxytag="NL3D::attoto12"></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_1CTrackKeyFramerConstQuat.html">CTrackKeyFramerConstQuat</a> NL3D::attoto12
+ </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="track__keyframer_8cpp-source.html#l00076">76</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a270" doxytag="NL3D::attoto13"></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_1CTrackKeyFramerConstInt.html">CTrackKeyFramerConstInt</a> NL3D::attoto13
+ </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="track__keyframer_8cpp-source.html#l00077">77</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a272" doxytag="NL3D::attoto14"></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_1CTrackKeyFramerConstString.html">CTrackKeyFramerConstString</a> NL3D::attoto14
+ </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="track__keyframer_8cpp-source.html#l00079">79</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a273" doxytag="NL3D::attoto15"></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_1CTrackKeyFramerConstBool.html">CTrackKeyFramerConstBool</a> NL3D::attoto15
+ </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="track__keyframer_8cpp-source.html#l00080">80</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a271" doxytag="NL3D::attoto16"></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_1CTrackKeyFramerConstRGBA.html">CTrackKeyFramerConstRGBA</a> NL3D::attoto16
+ </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="track__keyframer_8cpp-source.html#l00078">78</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a194" doxytag="NL3D::BFNumPrecomputedImpulsions"></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="memory__common_8h.html#a15">uint</a> NL3D::BFNumPrecomputedImpulsions = 1024
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+this should divide BFNumPredefinedPos.
+<p>
+This define the number of values used to interpolate between 2 position of the npose (because we don't filter values when we access them)
+<p>
+Definition at line <a class="el" href="ps__force_8cpp-source.html#l01035">1035</a> of file <a class="el" href="ps__force_8cpp-source.html">ps_force.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__force_8cpp-source.html#l01239">NL3D::CPSBrownianForce::initPrecalc</a>, and <a class="el" href="ps__force_8cpp-source.html#l01324">NL3D::CPSBrownianForce::performDynamic</a>. </td>
+ </tr>
+</table>
+<a name="a192" doxytag="NL3D::BFNumPredefinedPos"></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="memory__common_8h.html#a15">uint</a> NL3D::BFNumPredefinedPos = 8192
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Brownian force implementation.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__force_8cpp-source.html#l01030">1030</a> of file <a class="el" href="ps__force_8cpp-source.html">ps_force.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__force_8cpp-source.html#l01239">NL3D::CPSBrownianForce::initPrecalc</a>, <a class="el" href="ps__force_8cpp-source.html#l01057">NL3D::CPSBrownianForce::integrate</a>, and <a class="el" href="ps__force_8cpp-source.html#l01171">NL3D::CPSBrownianForce::integrateSingle</a>. </td>
+ </tr>
+</table>
+<a name="a193" doxytag="NL3D::BFPredefinedNumInterp"></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="memory__common_8h.html#a15">uint</a> NL3D::BFPredefinedNumInterp = 256
+ </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="ps__force_8cpp-source.html#l01031">1031</a> of file <a class="el" href="ps__force_8cpp-source.html">ps_force.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__force_8cpp-source.html#l01239">NL3D::CPSBrownianForce::initPrecalc</a>, and <a class="el" href="ps__force_8cpp-source.html#l01171">NL3D::CPSBrownianForce::integrateSingle</a>. </td>
+ </tr>
+</table>
+<a name="a18" doxytag="NL3D::CameraId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::CameraId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5752634c, 0x6abe76f5)
+ </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="camera_8h-source.html#l00039">39</a> of file <a class="el" href="camera_8h-source.html">camera.h</a>.
+<p>
+Referenced by <a class="el" href="camera__user_8h-source.html#l00059">NL3D::CCameraUser::CCameraUser</a>, and <a class="el" href="camera_8cpp-source.html#l00036">NL3D::CCamera::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a250" doxytag="NL3D::Categories"></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 int NL3D::Categories[TEXTUREFONT_NBCATEGORY] = { 8, 16, 24, 32, 64 }
+ </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="texture__font_8cpp-source.html#l00046">46</a> of file <a class="el" href="texture__font_8cpp-source.html">texture_font.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__font_8cpp-source.html#l00088">NL3D::CTextureFont::CTextureFont</a>, <a class="el" href="texture__font_8cpp-source.html#l00234">NL3D::CTextureFont::doGenerate</a>, <a class="el" href="texture__font_8cpp-source.html#l00294">NL3D::CTextureFont::getLetterInfo</a>, and <a class="el" href="texture__font_8cpp-source.html#l00175">NL3D::CTextureFont::rebuildLetter</a>. </td>
+ </tr>
+</table>
+<a name="a25" doxytag="NL3D::ClipTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::ClipTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x135208fe, 0x225334fc)
+ </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="clip__trav_8h-source.html#l00070">70</a> of file <a class="el" href="clip__trav_8h-source.html">clip_trav.h</a>.
+<p>
+Referenced by <a class="el" href="scene__group_8cpp-source.html#l00549">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded</a>, <a class="el" href="cluster_8cpp-source.html#l00278">NL3D::CCluster::getClipObs</a>, <a class="el" href="load__balancing__trav_8cpp-source.html#l00286">NL3D::IBaseLoadBalancingObs::init</a>, <a class="el" href="hrc__trav_8cpp-source.html#l00068">NL3D::IBaseHrcObs::init</a>, <a class="el" href="base__render__obs_8cpp-source.html#l00040">NL3D::IBaseRenderObs::init</a>, <a class="el" href="base__light__obs_8cpp-source.html#l00039">NL3D::IBaseLightObs::init</a>, <a class="el" href="base__anim__detail__obs_8cpp-source.html#l00040">NL3D::IBaseAnimDetailObs::init</a>, <a class="el" href="scene_8cpp-source.html#l00323">NL3D::CScene::initGlobalnstanceGroup</a>, <a class="el" href="transform_8cpp-source.html#l00112">NL3D::CTransform::initModel</a>, <a class="el" href="quad__grid__clip__manager_8cpp-source.html#l00314">NL3D::CQuadGridClipManager::newCaseModels</a>, <a class="el" href="vegetable__blend__layer__model_8cpp-source.html#l00043">NL3D::CVegetableBlendLayerModel::registerBasic</a>, <a class="el" href="transform__shape_8cpp-source.html#l00048">NL3D::CTransformShape::registerBasic</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, <a class="el" href="quad__grid__clip__cluster_8cpp-source.html#l00039">NL3D::CQuadGridClipCluster::registerBasic</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00114">NL3D::CParticleSystemModel::registerBasic</a>, <a class="el" href="mesh__multi__lod__instance_8cpp-source.html#l00060">NL3D::CMeshMultiLodInstance::registerBasic</a>, <a class="el" href="landscape__model_8cpp-source.html#l00046">NL3D::CLandscapeModel::registerBasic</a>, <a class="el" href="coarse__mesh__manager_8cpp-source.html#l00045">NL3D::CCoarseMeshManager::registerBasic</a>, <a class="el" href="cluster_8cpp-source.html#l00099">NL3D::CCluster::registerBasic</a>, <a class="el" href="scene__group_8cpp-source.html#l00909">NL3D::CInstanceGroup::removeFromScene</a>, and <a class="el" href="quad__grid__clip__manager_8cpp-source.html#l00083">NL3D::CQuadGridClipManager::reset</a>. </td>
+ </tr>
+</table>
+<a name="a26" doxytag="NL3D::ClusterId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::ClusterId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x13f37e46, 0x3e880780)
+ </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="cluster_8h-source.html#l00051">51</a> of file <a class="el" href="cluster_8h-source.html">cluster.h</a>.
+<p>
+Referenced by <a class="el" href="scene__group_8cpp-source.html#l00549">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded</a>, <a class="el" href="scene_8cpp-source.html#l00323">NL3D::CScene::initGlobalnstanceGroup</a>, and <a class="el" href="cluster_8cpp-source.html#l00099">NL3D::CCluster::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a27" doxytag="NL3D::CoarseMeshManagerId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::CoarseMeshManagerId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x77554f87, 0x5bb373d8)
+ </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="coarse__mesh__manager_8h-source.html#l00060">60</a> of file <a class="el" href="coarse__mesh__manager_8h-source.html">coarse_mesh_manager.h</a>.
+<p>
+Referenced by <a class="el" href="scene_8cpp-source.html#l00312">NL3D::CScene::initCoarseMeshManager</a>, and <a class="el" href="coarse__mesh__manager_8cpp-source.html#l00045">NL3D::CCoarseMeshManager::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a212" doxytag="NL3D::ConstraintMeshBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::ConstraintMeshBufSize = 64
+ </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="ps__mesh_8h-source.html#l00063">63</a> of file <a class="el" href="ps__mesh_8h-source.html">ps_mesh.h</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01932">NL3D::CPSConstraintMesh::CMeshDisplayShare::buildRdrPassSet</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01950">NL3D::CPSConstraintMesh::CMeshDisplayShare::buildVB</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01657">NL3D::CPSConstraintMesh::doRenderPasses</a>, <a class="el" href="ps__mesh_8cpp-source.html#l00479">NL3D::CPSConstraintMeshHelper::drawMeshs</a>, and <a class="el" href="ps__mesh_8cpp-source.html#l00751">NL3D::CPSConstraintMeshHelper::drawPrerotatedMeshs</a>. </td>
+ </tr>
+</table>
+<a name="a213" doxytag="NL3D::ConstraintMeshMaxNumPrerotatedModels"></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="memory__common_8h.html#a15">uint</a> NL3D::ConstraintMeshMaxNumPrerotatedModels = 32
+ </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="ps__mesh_8h-source.html#l00064">64</a> of file <a class="el" href="ps__mesh_8h-source.html">ps_mesh.h</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01189">NL3D::CPSConstraintMesh::hintRotateTheSame</a>, and <a class="el" href="ps__mesh_8cpp-source.html#l01876">NL3D::CPSConstraintMesh::initPrerotVB</a>. </td>
+ </tr>
+</table>
+<a name="a211" doxytag="NL3D::ConstraintMeshMaxNumVerts"></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="memory__common_8h.html#a15">uint</a> NL3D::ConstraintMeshMaxNumVerts = 512
+ </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="ps__mesh_8h-source.html#l00062">62</a> of file <a class="el" href="ps__mesh_8h-source.html">ps_mesh.h</a>.
+<p>
+Referenced by <a class="el" href="ps__mesh_8cpp-source.html#l01876">NL3D::CPSConstraintMesh::initPrerotVB</a>, and <a class="el" href="ps__mesh_8cpp-source.html#l01044">NL3D::CPSConstraintMesh::update</a>. </td>
+ </tr>
+</table>
+<a name="a200" doxytag="NL3D::DefaultMaxLocatedInstance"></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="memory__common_8h.html#a11">uint32</a> NL3D::DefaultMaxLocatedInstance = 1
+ </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="ps__located_8h-source.html#l00067">67</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib_8h-source.html#l00352">NL3D::CPSAttrib::CPSAttrib</a>, <a class="el" href="ps__located_8cpp-source.html#l00057">NL3D::CPSLocated::CPSLocated</a>, and <a class="el" href="ps__attrib_8h-source.html#l00368">NL3D::CPSAttrib::insert</a>. </td>
+ </tr>
+</table>
+<a name="a188" doxytag="NL3D::dotBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::dotBufSize = 1024<code> [static]</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="ps__quad_8cpp-source.html#l00046">46</a> of file <a class="el" href="ps__quad_8cpp-source.html">ps_quad.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a189" doxytag="NL3D::emitterBuffSize"></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="memory__common_8h.html#a15">uint</a> NL3D::emitterBuffSize = 512
+ </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="ps__emitter_8cpp-source.html#l00040">40</a> of file <a class="el" href="ps__emitter_8cpp-source.html">ps_emitter.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__emitter_8cpp-source.html#l00413">NL3D::CPSEmitter::processRegularEmission</a>, and <a class="el" href="ps__emitter_8cpp-source.html#l00601">NL3D::CPSEmitter::processRegularEmissionConsistent</a>. </td>
+ </tr>
+</table>
+<a name="a215" doxytag="NL3D::EndRibbonStorage"></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="memory__common_8h.html#a15">uint</a> NL3D::EndRibbonStorage = 1
+ </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="ps__ribbon__base_8cpp-source.html#l00075">75</a> of file <a class="el" href="ps__ribbon__base_8cpp-source.html">ps_ribbon_base.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__ribbon__base_8cpp-source.html#l00372">NL3D::CPSRibbonBase::computeHermitteCstSizeRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00175">NL3D::CPSRibbonBase::computeHermitteRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00305">NL3D::CPSRibbonBase::computeLinearCstSizeRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00240">NL3D::CPSRibbonBase::computeLinearRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00477">NL3D::CPSRibbonBase::dupRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00556">NL3D::CPSRibbonBase::initDateVect</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00516">NL3D::CPSRibbonBase::resetSingleRibbon</a>, <a class="el" href="ps__ribbon__base_8cpp-source.html#l00506">NL3D::CPSRibbonBase::resize</a>, and <a class="el" href="ps__ribbon__base_8cpp-source.html#l00139">NL3D::CPSRibbonBase::updateGlobals</a>. </td>
+ </tr>
+</table>
+<a name="a190" doxytag="NL3D::FanLightBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::FanLightBufSize = 128<code> [static]</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="ps__fan__light_8cpp-source.html#l00057">57</a> of file <a class="el" href="ps__fan__light_8cpp-source.html">ps_fan_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__fan__light_8cpp-source.html#l00072">NL3D::CPSFanLightHelper::drawFanLight</a>. </td>
+ </tr>
+</table>
+<a name="a38" doxytag="NL3D::FlareModelClassId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::FlareModelClassId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x6d674c32, 0x53b961a0)
+ </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="flare__shape_8h-source.html#l00042">42</a> of file <a class="el" href="flare__shape_8h-source.html">flare_shape.h</a>.
+<p>
+Referenced by <a class="el" href="flare__shape_8cpp-source.html#l00100">NL3D::CFlareShape::createInstance</a>, and <a class="el" href="flare__model_8cpp-source.html#l00050">NL3D::CFlareModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a214" doxytag="NL3D::GradientB2W"></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_1CRGBA.html">NLMISC::CRGBA</a> NL3D::GradientB2W[] = {<a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>(0, 0, 0, 0), <a class="el" href="classNLMISC_1_1CRGBA.html">NLMISC::CRGBA</a>(255, 255, 255, 255) }<code> [static]</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="ps__tail__dot_8cpp-source.html#l00039">39</a> of file <a class="el" href="ps__tail__dot_8cpp-source.html">ps_tail_dot.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a159" doxytag="NL3D::GridEltSize"></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 float NL3D::GridEltSize = 2<code> [static]</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="mini__col_8cpp-source.html#l00043">43</a> of file <a class="el" href="mini__col_8cpp-source.html">mini_col.cpp</a>.
+<p>
+Referenced by <a class="el" href="mini__col_8cpp-source.html#l00047">NL3D::CMiniCol::CMiniCol</a>. </td>
+ </tr>
+</table>
+<a name="a158" doxytag="NL3D::GridSize"></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="memory__common_8h.html#a14">sint</a> NL3D::GridSize = 512<code> [static]</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="mini__col_8cpp-source.html#l00042">42</a> of file <a class="el" href="mini__col_8cpp-source.html">mini_col.cpp</a>.
+<p>
+Referenced by <a class="el" href="mini__col_8cpp-source.html#l00047">NL3D::CMiniCol::CMiniCol</a>. </td>
+ </tr>
+</table>
+<a name="a41" doxytag="NL3D::HrcTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::HrcTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5ad56382, 0x2a711530)
+ </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="hrc__trav_8h-source.html#l00050">50</a> of file <a class="el" href="hrc__trav_8h-source.html">hrc_trav.h</a>.
+<p>
+Referenced by <a class="el" href="scene__group_8cpp-source.html#l00549">NL3D::CInstanceGroup::addToSceneWhenAllShapesLoaded</a>, <a class="el" href="particle__system__model_8h-source.html#l00230">NL3D::CParticleSystemModel::getWorldMatrix</a>, <a class="el" href="load__balancing__trav_8cpp-source.html#l00286">NL3D::IBaseLoadBalancingObs::init</a>, <a class="el" href="base__render__obs_8cpp-source.html#l00040">NL3D::IBaseRenderObs::init</a>, <a class="el" href="base__light__obs_8cpp-source.html#l00039">NL3D::IBaseLightObs::init</a>, <a class="el" href="base__clip__obs_8cpp-source.html#l00067">NL3D::IBaseClipObs::init</a>, <a class="el" href="base__anim__detail__obs_8cpp-source.html#l00040">NL3D::IBaseAnimDetailObs::init</a>, <a class="el" href="vegetable__blend__layer__model_8cpp-source.html#l00066">NL3D::CVegetableBlendLayerModel::initModel</a>, <a class="el" href="transform_8cpp-source.html#l00112">NL3D::CTransform::initModel</a>, <a class="el" href="scene__group_8cpp-source.html#l01107">NL3D::CInstanceGroup::linkRoot</a>, <a class="el" href="quad__grid__clip__manager_8cpp-source.html#l00314">NL3D::CQuadGridClipManager::newCaseModels</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, <a class="el" href="cluster_8cpp-source.html#l00099">NL3D::CCluster::registerBasic</a>, <a class="el" href="scene_8cpp-source.html#l00374">NL3D::CScene::render</a>, and <a class="el" href="seg__remanence_8cpp-source.html#l00294">NL3D::CSegRemanence::samplePos</a>. </td>
+ </tr>
+</table>
+<a name="a31" doxytag="NL3D::IDRV_CREATE_PROC_NAME"></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 char* NL3D::IDRV_CREATE_PROC_NAME = "NL3D_createIDriverInstance"
+ </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="dru_8cpp-source.html#l00052">52</a> of file <a class="el" href="dru_8cpp-source.html">dru.cpp</a>.
+<p>
+Referenced by <a class="el" href="dru_8cpp-source.html#l00059">NL3D::CDRU::createGlDriver</a>. </td>
+ </tr>
+</table>
+<a name="a119" doxytag="NL3D::IDRV_MAT_ALPHA_TEST"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_ALPHA_TEST = 0x00000200
+ </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="material_8h-source.html#l00079">79</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8h-source.html#l00302">NL3D::CMaterial::getAlphaTest</a>, <a class="el" href="driver__material__inline_8h-source.html#l00078">NL3D::CMaterial::setAlphaTest</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a117" doxytag="NL3D::IDRV_MAT_BLEND"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_BLEND = 0x00000080
+ </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="material_8h-source.html#l00077">77</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8h-source.html#l00266">NL3D::CMaterial::getBlend</a>, <a class="el" href="driver__material__inline_8h-source.html#l00064">NL3D::CMaterial::setBlend</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a116" doxytag="NL3D::IDRV_MAT_DEFMAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_DEFMAT = 0x00000040
+ </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="material_8h-source.html#l00076">76</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00136">NL3D::CMaterial::serial</a>. </td>
+ </tr>
+</table>
+<a name="a118" doxytag="NL3D::IDRV_MAT_DOUBLE_SIDED"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_DOUBLE_SIDED = 0x00000100
+ </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="material_8h-source.html#l00078">78</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8h-source.html#l00296">NL3D::CMaterial::getDoubleSided</a>, <a class="el" href="driver__material__inline_8h-source.html#l00071">NL3D::CMaterial::setDoubleSided</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a122" doxytag="NL3D::IDRV_MAT_GEN_TEX_0"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_0 = 0x00001000
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+automatic texture coordinate generation.
+<p>
+
+<p>
+Definition at line <a class="el" href="material_8h-source.html#l00083">83</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00298">NL3D::CMaterial::getTexCoordGen</a>, and <a class="el" href="driver__material__inline_8h-source.html#l00304">NL3D::CMaterial::setTexCoordGen</a>. </td>
+ </tr>
+</table>
+<a name="a123" doxytag="NL3D::IDRV_MAT_GEN_TEX_1"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_1 = 0x00002000
+ </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="material_8h-source.html#l00084">84</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a124" doxytag="NL3D::IDRV_MAT_GEN_TEX_2"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_2 = 0x00004000
+ </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="material_8h-source.html#l00085">85</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a125" doxytag="NL3D::IDRV_MAT_GEN_TEX_3"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_3 = 0x00008000
+ </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="material_8h-source.html#l00086">86</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a126" doxytag="NL3D::IDRV_MAT_GEN_TEX_4"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_4 = 0x00010000
+ </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="material_8h-source.html#l00087">87</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a127" doxytag="NL3D::IDRV_MAT_GEN_TEX_5"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_5 = 0x00020000
+ </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="material_8h-source.html#l00088">88</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a128" doxytag="NL3D::IDRV_MAT_GEN_TEX_6"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_6 = 0x00040000
+ </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="material_8h-source.html#l00089">89</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a129" doxytag="NL3D::IDRV_MAT_GEN_TEX_7"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_GEN_TEX_7 = 0x00080000
+ </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="material_8h-source.html#l00090">90</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a110" doxytag="NL3D::IDRV_MAT_HIDE"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_HIDE = 0x00000001
+ </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="material_8h-source.html#l00070">70</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a121" doxytag="NL3D::IDRV_MAT_LIGHTED_VERTEX_COLOR"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_LIGHTED_VERTEX_COLOR = 0x00000800
+ </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="material_8h-source.html#l00081">81</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00201">NL3D::CMaterial::getLightedVertexColor</a>, <a class="el" href="material_8h-source.html#l00362">NL3D::CMaterial::isLightedVertexColor</a>, and <a class="el" href="driver__material__inline_8h-source.html#l00191">NL3D::CMaterial::setLightedVertexColor</a>. </td>
+ </tr>
+</table>
+<a name="a114" doxytag="NL3D::IDRV_MAT_LIGHTING"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_LIGHTING = 0x00000010
+ </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="material_8h-source.html#l00074">74</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8h-source.html#l00359">NL3D::CMaterial::isLighted</a>, <a class="el" href="driver__material__inline_8h-source.html#l00127">NL3D::CMaterial::setLighting</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a94" doxytag="NL3D::IDRV_MAT_MAXTEXTURES"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_MAXTEXTURES = 4
+ </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="material_8h-source.html#l00047">47</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="animated__material_8cpp-source.html#l00159">NL3D::CAnimatedMaterial::CAnimatedMaterial</a>, <a class="el" href="driver__opengl_8cpp-source.html#l00172">NL3D::CDriverGL::CDriverGL</a>, <a class="el" href="animated__material_8cpp-source.html#l00063">NL3D::CMaterialBase::CMaterialBase</a>, <a class="el" href="animated__material_8cpp-source.html#l00099">NL3D::CMaterialBase::copyFromMaterial</a>, <a class="el" href="material_8cpp-source.html#l00461">NL3D::CMaterial::decompUserTexMat</a>, <a class="el" href="instance__material__user_8cpp-source.html#l00112">NL3D::CInstanceMaterialUser::emptyTexture</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00341">NL3D::CMeshBaseInstance::enableAsyncTextureMode</a>, <a class="el" href="material_8cpp-source.html#l00417">NL3D::CMaterial::enableTexAddrMode</a>, <a class="el" href="instance__material__user_8h-source.html#l00282">NL3D::CInstanceMaterialUser::enableUserTexMat</a>, <a class="el" href="driver__material__inline_8h-source.html#l00337">NL3D::CMaterial::enableUserTexMat</a>, <a class="el" href="material_8cpp-source.html#l00330">NL3D::CMaterial::flushTextures</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01765">NL3D::CPSConstraintMesh::forceStageModulationByColor</a>, <a class="el" href="ps__particle__basic_8cpp-source.html#l00578">NL3D::CPSMaterial::forceTexturedMaterialStages</a>, <a class="el" href="instance__material__user_8h-source.html#l00201">NL3D::CInstanceMaterialUser::getConstantColor</a>, <a class="el" href="ps__mesh_8cpp-source.html#l02053">NL3D::CPSConstraintMesh::getGlobalTexAnim</a>, <a class="el" href="instance__material__user_8h-source.html#l00224">NL3D::CInstanceMaterialUser::getLastTextureStage</a>, <a class="el" href="material_8cpp-source.html#l00453">NL3D::CMaterial::getTexAddressingMode</a>, <a class="el" href="driver__material__inline_8h-source.html#l00291">NL3D::CMaterial::getTexConstantColor</a>, <a class="el" href="driver__material__inline_8h-source.html#l00298">NL3D::CMaterial::getTexCoordGen</a>, <a class="el" href="driver__material__inline_8h-source.html#l00277">NL3D::CMaterial::getTexEnvMode</a>, <a class="el" href="animated__material_8cpp-source.html#l00442">NL3D::CAnimatedMaterial::getTexMatUScaleName</a>, <a class="el" href="animated__material_8cpp-source.html#l00406">NL3D::CAnimatedMaterial::getTexMatUTransName</a>, <a class="el" href="animated__material_8cpp-source.html#l00459">NL3D::CAnimatedMaterial::getTexMatVScaleName</a>, <a class="el" href="animated__material_8cpp-source.html#l00423">NL3D::CAnimatedMaterial::getTexMatVTransName</a>, <a class="el" href="animated__material_8cpp-source.html#l00478">NL3D::CAnimatedMaterial::getTexMatWRotName</a>, <a class="el" href="driver__material__inline_8h-source.html#l00046">NL3D::CMaterial::getTexture</a>, <a class="el" href="instance__material__user_8cpp-source.html#l00050">NL3D::CInstanceMaterialUser::getTextureFileName</a>, <a class="el" href="instance__material__user_8h-source.html#l00316">NL3D::CInstanceMaterialUser::getUserTexMat</a>, <a class="el" href="driver__opengl__states_8cpp-source.html#l00044">NL3D::CDriverGLStates::init</a>, <a class="el" href="driver__opengl_8cpp-source.html#l02343">NL3D::CDriverGL::initEMBM</a>, <a class="el" href="material_8cpp-source.html#l00057">NL3D::CMaterial::initUnlit</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00473">NL3D::CMeshBaseInstance::isAsyncTextureReady</a>, <a class="el" href="driver__opengl_8cpp-source.html#l02321">NL3D::CDriverGL::isEMBMSupportedAtStage</a>, <a class="el" href="ps__mesh_8cpp-source.html#l01779">NL3D::CPSConstraintMesh::isStageModulationForced</a>, <a class="el" href="instance__material__user_8cpp-source.html#l00038">NL3D::CInstanceMaterialUser::isTextureFile</a>, <a class="el" href="instance__material__user_8h-source.html#l00292">NL3D::CInstanceMaterialUser::isUserTexMatEnabled</a>, <a class="el" href="driver__material__inline_8h-source.html#l00362">NL3D::CMaterial::isUserTexMatEnabled</a>, <a class="el" href="material_8cpp-source.html#l00081">NL3D::CMaterial::operator=</a>, <a class="el" href="shape__bank_8cpp-source.html#l00133">NL3D::CShapeBank::processWaitingShapes</a>, <a class="el" href="animated__material_8cpp-source.html#l00386">NL3D::CAnimatedMaterial::registerToChannelMixer</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00452">NL3D::CMeshBaseInstance::releaseCurrentAsyncTextures</a>, <a class="el" href="async__file__manager__3d_8cpp-source.html#l00217">NL3D::CAsyncFileManager3D::CMeshLoad::run</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00256">NL3D::CMeshBaseInstance::selectTextureSet</a>, <a class="el" href="material_8cpp-source.html#l00486">NL3D::CMaterial::selectTextureSet</a>, <a class="el" href="ps__mesh_8cpp-source.html#l02092">NL3D::CPSConstraintMesh::CGlobalTexAnims::serial</a>, <a class="el" href="material_8cpp-source.html#l00136">NL3D::CMaterial::serial</a>, <a class="el" href="animated__material_8cpp-source.html#l00080">NL3D::CMaterialBase::serial</a>, <a class="el" href="instance__material__user_8h-source.html#l00191">NL3D::CInstanceMaterialUser::setConstantColor</a>, <a class="el" href="driver__opengl_8cpp-source.html#l02330">NL3D::CDriverGL::setEMBMMatrix</a>, <a class="el" href="ps__mesh_8cpp-source.html#l02044">NL3D::CPSConstraintMesh::setGlobalTexAnim</a>, <a class="el" href="material_8cpp-source.html#l00257">NL3D::CMaterial::setShader</a>, <a class="el" href="material_8cpp-source.html#l00443">NL3D::CMaterial::setTexAddressingMode</a>, <a class="el" href="driver__material__inline_8h-source.html#l00304">NL3D::CMaterial::setTexCoordGen</a>, <a class="el" href="driver__material__inline_8h-source.html#l00284">NL3D::CMaterial::setTexEnvMode</a>, <a class="el" href="material_8cpp-source.html#l00297">NL3D::CMaterial::setTexture</a>, <a class="el" href="instance__material__user_8cpp-source.html#l00074">NL3D::CInstanceMaterialUser::setTextureFileName</a>, <a class="el" href="instance__material__user_8h-source.html#l00302">NL3D::CInstanceMaterialUser::setUserTexMat</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00411">NL3D::CMeshBaseInstance::startAsyncTextureLoading</a>, <a class="el" href="driver__material__inline_8h-source.html#l00268">NL3D::CMaterial::texConstantColor</a>, <a class="el" href="driver__material__inline_8h-source.html#l00247">NL3D::CMaterial::texEnvArg0Alpha</a>, <a class="el" href="driver__material__inline_8h-source.html#l00221">NL3D::CMaterial::texEnvArg0RGB</a>, <a class="el" href="driver__material__inline_8h-source.html#l00256">NL3D::CMaterial::texEnvArg1Alpha</a>, <a class="el" href="driver__material__inline_8h-source.html#l00229">NL3D::CMaterial::texEnvArg1RGB</a>, <a class="el" href="driver__material__inline_8h-source.html#l00240">NL3D::CMaterial::texEnvOpAlpha</a>, <a class="el" href="driver__material__inline_8h-source.html#l00214">NL3D::CMaterial::texEnvOpRGB</a>, <a class="el" href="driver__material__inline_8h-source.html#l00036">NL3D::CMaterial::texturePresent</a>, and <a class="el" href="animated__material_8cpp-source.html#l00197">NL3D::CAnimatedMaterial::update</a>. </td>
+ </tr>
+</table>
+<a name="a115" doxytag="NL3D::IDRV_MAT_SPECULAR"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_SPECULAR = 0x00000020
+ </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="material_8h-source.html#l00075">75</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a120" doxytag="NL3D::IDRV_MAT_TEX_ADDR"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_TEX_ADDR = 0x00000400
+ </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="material_8h-source.html#l00080">80</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00417">NL3D::CMaterial::enableTexAddrMode</a>, <a class="el" href="material_8cpp-source.html#l00453">NL3D::CMaterial::getTexAddressingMode</a>, <a class="el" href="material_8cpp-source.html#l00136">NL3D::CMaterial::serial</a>, <a class="el" href="material_8cpp-source.html#l00443">NL3D::CMaterial::setTexAddressingMode</a>, <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>, and <a class="el" href="material_8cpp-source.html#l00437">NL3D::CMaterial::texAddrEnabled</a>. </td>
+ </tr>
+</table>
+<a name="a111" doxytag="NL3D::IDRV_MAT_TSP"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_TSP = 0x00000002
+ </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="material_8h-source.html#l00071">71</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a130" doxytag="NL3D::IDRV_MAT_USER_TEX_0_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_0_MAT = 0x00100000
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+user texture matrix.
+<p>
+
+<p>
+Definition at line <a class="el" href="material_8h-source.html#l00092">92</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00337">NL3D::CMaterial::enableUserTexMat</a>, and <a class="el" href="driver__material__inline_8h-source.html#l00362">NL3D::CMaterial::isUserTexMatEnabled</a>. </td>
+ </tr>
+</table>
+<a name="a131" doxytag="NL3D::IDRV_MAT_USER_TEX_1_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_1_MAT = 0x00200000
+ </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="material_8h-source.html#l00093">93</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a132" doxytag="NL3D::IDRV_MAT_USER_TEX_2_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_2_MAT = 0x00400000
+ </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="material_8h-source.html#l00094">94</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a133" doxytag="NL3D::IDRV_MAT_USER_TEX_3_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_3_MAT = 0x00800000
+ </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="material_8h-source.html#l00095">95</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a134" doxytag="NL3D::IDRV_MAT_USER_TEX_4_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_4_MAT = 0x01000000
+ </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="material_8h-source.html#l00096">96</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a135" doxytag="NL3D::IDRV_MAT_USER_TEX_5_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_5_MAT = 0x02000000
+ </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="material_8h-source.html#l00097">97</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a136" doxytag="NL3D::IDRV_MAT_USER_TEX_6_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_6_MAT = 0x04000000
+ </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="material_8h-source.html#l00098">98</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a137" doxytag="NL3D::IDRV_MAT_USER_TEX_7_MAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_7_MAT = 0x08000000
+ </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="material_8h-source.html#l00099">99</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a139" doxytag="NL3D::IDRV_MAT_USER_TEX_FIRST_BIT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_FIRST_BIT = 20
+ </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="material_8h-source.html#l00102">102</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00148">NL3D::CDriverGL::setupUserTextureMatrix</a>. </td>
+ </tr>
+</table>
+<a name="a138" doxytag="NL3D::IDRV_MAT_USER_TEX_MAT_ALL"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_USER_TEX_MAT_ALL = 0x0FF00000
+ </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="material_8h-source.html#l00100">100</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00337">NL3D::CMaterial::enableUserTexMat</a>, <a class="el" href="material_8cpp-source.html#l00136">NL3D::CMaterial::serial</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00148">NL3D::CDriverGL::setupUserTextureMatrix</a>. </td>
+ </tr>
+</table>
+<a name="a113" doxytag="NL3D::IDRV_MAT_ZLIST"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_ZLIST = 0x00000008
+ </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="material_8h-source.html#l00073">73</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a112" doxytag="NL3D::IDRV_MAT_ZWRITE"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_MAT_ZWRITE = 0x00000004
+ </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="material_8h-source.html#l00072">72</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00041">NL3D::CMaterial::CMaterial</a>, <a class="el" href="material_8h-source.html#l00323">NL3D::CMaterial::getZWrite</a>, <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>, and <a class="el" href="driver__material__inline_8h-source.html#l00105">NL3D::CMaterial::setZWrite</a>. </td>
+ </tr>
+</table>
+<a name="a109" doxytag="NL3D::IDRV_TOUCHED_ALL"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ALL = 0xFFFFFFFF
+ </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="material_8h-source.html#l00067">67</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00081">NL3D::CMaterial::operator=</a>, <a class="el" href="material_8cpp-source.html#l00136">NL3D::CMaterial::serial</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a106" doxytag="NL3D::IDRV_TOUCHED_ALPHA_TEST"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ALPHA_TEST = 0x00000800
+ </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="material_8h-source.html#l00060">60</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00078">NL3D::CMaterial::setAlphaTest</a>. </td>
+ </tr>
+</table>
+<a name="a107" doxytag="NL3D::IDRV_TOUCHED_ALPHA_TEST_THRE"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ALPHA_TEST_THRE = 0x00001000
+ </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="material_8h-source.html#l00061">61</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00085">NL3D::CMaterial::setAlphaTestThreshold</a>. </td>
+ </tr>
+</table>
+<a name="a96" doxytag="NL3D::IDRV_TOUCHED_BLEND"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_BLEND = 0x00000002
+ </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="material_8h-source.html#l00050">50</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00064">NL3D::CMaterial::setBlend</a>. </td>
+ </tr>
+</table>
+<a name="a95" doxytag="NL3D::IDRV_TOUCHED_BLENDFUNC"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_BLENDFUNC = 0x00000001
+ </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="material_8h-source.html#l00049">49</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00091">NL3D::CMaterial::setBlendFunc</a>, <a class="el" href="driver__material__inline_8h-source.html#l00058">NL3D::CMaterial::setDstBlend</a>, <a class="el" href="driver__material__inline_8h-source.html#l00052">NL3D::CMaterial::setSrcBlend</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a100" doxytag="NL3D::IDRV_TOUCHED_COLOR"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_COLOR = 0x00000020
+ </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="material_8h-source.html#l00054">54</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00118">NL3D::CMaterial::setColor</a>. </td>
+ </tr>
+</table>
+<a name="a102" doxytag="NL3D::IDRV_TOUCHED_DEFMAT"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_DEFMAT = 0x00000080
+ </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="material_8h-source.html#l00056">56</a> of file <a class="el" href="material_8h-source.html">material.h</a>. </td>
+ </tr>
+</table>
+<a name="a104" doxytag="NL3D::IDRV_TOUCHED_DOUBLE_SIDED"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_DOUBLE_SIDED = 0x00000200
+ </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="material_8h-source.html#l00058">58</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00071">NL3D::CMaterial::setDoubleSided</a>. </td>
+ </tr>
+</table>
+<a name="a101" doxytag="NL3D::IDRV_TOUCHED_LIGHTING"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_LIGHTING = 0x00000040
+ </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="material_8h-source.html#l00055">55</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00158">NL3D::CMaterial::setAmbient</a>, <a class="el" href="driver__material__inline_8h-source.html#l00164">NL3D::CMaterial::setDiffuse</a>, <a class="el" href="driver__material__inline_8h-source.html#l00152">NL3D::CMaterial::setEmissive</a>, <a class="el" href="driver__material__inline_8h-source.html#l00191">NL3D::CMaterial::setLightedVertexColor</a>, <a class="el" href="driver__material__inline_8h-source.html#l00127">NL3D::CMaterial::setLighting</a>, <a class="el" href="driver__material__inline_8h-source.html#l00173">NL3D::CMaterial::setOpacity</a>, <a class="el" href="driver__material__inline_8h-source.html#l00185">NL3D::CMaterial::setShininess</a>, <a class="el" href="driver__material__inline_8h-source.html#l00179">NL3D::CMaterial::setSpecular</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a105" doxytag="NL3D::IDRV_TOUCHED_LIGHTMAP"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_LIGHTMAP = 0x00000400
+ </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="material_8h-source.html#l00059">59</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00362">NL3D::CMaterial::setLightMap</a>, and <a class="el" href="material_8cpp-source.html#l00383">NL3D::CMaterial::setLightMapFactor</a>. </td>
+ </tr>
+</table>
+<a name="a97" doxytag="NL3D::IDRV_TOUCHED_SHADER"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_SHADER = 0x00000004
+ </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="material_8h-source.html#l00051">51</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="material_8cpp-source.html#l00257">NL3D::CMaterial::setShader</a>, and <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>. </td>
+ </tr>
+</table>
+<a name="a108" doxytag="NL3D::IDRV_TOUCHED_TEX"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_TEX[<a class="el" href="namespaceNL3D.html#a94">IDRV_MAT_MAXTEXTURES</a>]
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+ {0x00010000, 0x00020000, 0x00040000, 0x00080000}</pre></div>
+<p>
+Definition at line <a class="el" href="material_8h-source.html#l00065">65</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl_8cpp-source.html#l00172">NL3D::CDriverGL::CDriverGL</a>, and <a class="el" href="material_8cpp-source.html#l00297">NL3D::CMaterial::setTexture</a>. </td>
+ </tr>
+</table>
+<a name="a99" doxytag="NL3D::IDRV_TOUCHED_ZBIAS"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ZBIAS = 0x00000010
+ </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="material_8h-source.html#l00053">53</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00112">NL3D::CMaterial::setZBias</a>. </td>
+ </tr>
+</table>
+<a name="a98" doxytag="NL3D::IDRV_TOUCHED_ZFUNC"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ZFUNC = 0x00000008
+ </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="material_8h-source.html#l00052">52</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__opengl__material_8cpp-source.html#l00225">NL3D::CDriverGL::setupMaterial</a>, and <a class="el" href="driver__material__inline_8h-source.html#l00099">NL3D::CMaterial::setZFunc</a>. </td>
+ </tr>
+</table>
+<a name="a103" doxytag="NL3D::IDRV_TOUCHED_ZWRITE"></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="memory__common_8h.html#a11">uint32</a> NL3D::IDRV_TOUCHED_ZWRITE = 0x00000100
+ </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="material_8h-source.html#l00057">57</a> of file <a class="el" href="material_8h-source.html">material.h</a>.
+<p>
+Referenced by <a class="el" href="driver__material__inline_8h-source.html#l00105">NL3D::CMaterial::setZWrite</a>. </td>
+ </tr>
+</table>
+<a name="a33" doxytag="NL3D::IDRV_VERSION_PROC_NAME"></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 char* NL3D::IDRV_VERSION_PROC_NAME = "NL3D_interfaceVersion"
+ </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="dru_8cpp-source.html#l00055">55</a> of file <a class="el" href="dru_8cpp-source.html">dru.cpp</a>.
+<p>
+Referenced by <a class="el" href="dru_8cpp-source.html#l00059">NL3D::CDRU::createGlDriver</a>. </td>
+ </tr>
+</table>
+<a name="a293" doxytag="NL3D::InitVegetableQuadrant"></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_1CVegetableQuadrant.html">CVegetableQuadrant</a> NL3D::InitVegetableQuadrant<code> [static]</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="vegetable__quadrant_8cpp-source.html#l00056">56</a> of file <a class="el" href="vegetable__quadrant_8cpp-source.html">vegetable_quadrant.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a42" doxytag="NL3D::ktoto0"></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="namespaceNL3D.html#a60">CKeyTCBFloat</a> NL3D::ktoto0
+ </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="key_8cpp-source.html#l00035">35</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a43" doxytag="NL3D::ktoto1"></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="namespaceNL3D.html#a61">CKeyTCBVector</a> NL3D::ktoto1
+ </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="key_8cpp-source.html#l00036">36</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a50" doxytag="NL3D::ktoto10"></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="namespaceNL3D.html#a55">CKeyFloat</a> NL3D::ktoto10
+ </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="key_8cpp-source.html#l00045">45</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a51" doxytag="NL3D::ktoto11"></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="namespaceNL3D.html#a56">CKeyVector</a> NL3D::ktoto11
+ </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="key_8cpp-source.html#l00046">46</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a52" doxytag="NL3D::ktoto12"></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="namespaceNL3D.html#a57">CKeyQuat</a> NL3D::ktoto12
+ </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="key_8cpp-source.html#l00047">47</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a44" doxytag="NL3D::ktoto2"></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="namespaceNL3D.html#a62">CKeyTCBQuat</a> NL3D::ktoto2
+ </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="key_8cpp-source.html#l00037">37</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a45" doxytag="NL3D::ktoto4"></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="namespaceNL3D.html#a63">CKeyBezierFloat</a> NL3D::ktoto4
+ </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="key_8cpp-source.html#l00039">39</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a46" doxytag="NL3D::ktoto5"></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="namespaceNL3D.html#a64">CKeyBezierVector</a> NL3D::ktoto5
+ </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="key_8cpp-source.html#l00040">40</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a47" doxytag="NL3D::ktoto6"></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="namespaceNL3D.html#a65">CKeyBezierQuat</a> NL3D::ktoto6
+ </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="key_8cpp-source.html#l00041">41</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a48" doxytag="NL3D::ktoto8"></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="namespaceNL3D.html#a53">CKeyString</a> NL3D::ktoto8
+ </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="key_8cpp-source.html#l00043">43</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a49" doxytag="NL3D::ktoto9"></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="namespaceNL3D.html#a54">CKeyBool</a> NL3D::ktoto9
+ </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="key_8cpp-source.html#l00044">44</a> of file <a class="el" href="key_8cpp-source.html">key.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a72" doxytag="NL3D::LandscapeModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::LandscapeModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x5a573b55, 0x6b395829)
+ </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="landscape__model_8h-source.html#l00041">41</a> of file <a class="el" href="landscape__model_8h-source.html">landscape_model.h</a>.
+<p>
+Referenced by <a class="el" href="landscape__user_8h-source.html#l00062">NL3D::CLandscapeUser::CLandscapeUser</a>, and <a class="el" href="landscape__model_8cpp-source.html#l00046">NL3D::CLandscapeModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a262" doxytag="NL3D::lattoto10"></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_1CTrackKeyFramerLinearFloat.html">CTrackKeyFramerLinearFloat</a> NL3D::lattoto10
+ </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="track__keyframer_8cpp-source.html#l00067">67</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a263" doxytag="NL3D::lattoto11"></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_1CTrackKeyFramerLinearVector.html">CTrackKeyFramerLinearVector</a> NL3D::lattoto11
+ </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="track__keyframer_8cpp-source.html#l00068">68</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a264" doxytag="NL3D::lattoto12"></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_1CTrackKeyFramerLinearQuat.html">CTrackKeyFramerLinearQuat</a> NL3D::lattoto12
+ </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="track__keyframer_8cpp-source.html#l00069">69</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a265" doxytag="NL3D::lattoto13"></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_1CTrackKeyFramerLinearInt.html">CTrackKeyFramerLinearInt</a> NL3D::lattoto13
+ </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="track__keyframer_8cpp-source.html#l00070">70</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a266" doxytag="NL3D::lattoto14"></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_1CTrackKeyFramerLinearRGBA.html">CTrackKeyFramerLinearRGBA</a> NL3D::lattoto14
+ </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="track__keyframer_8cpp-source.html#l00071">71</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a225" doxytag="NL3D::LightingVPFragmentNormalize"></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 char* NL3D::LightingVPFragmentNormalize<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # normalize normal \n\</font>
+<font class="stringliteral"> DP3 R6.w, R6, R6; \n\</font>
+<font class="stringliteral"> RSQ R6.w, R6.w; \n\</font>
+<font class="stringliteral"> MUL R6, R6, R6.w; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00762">762</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a226" doxytag="NL3D::LightingVPFragmentNoSpecular_Begin"></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 char* NL3D::LightingVPFragmentNoSpecular_Begin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" \n\</font>
+<font class="stringliteral"> # Global Ambient. \n\</font>
+<font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Diffuse Sun \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, c[CTS+5]; # R0.x= normal*-lightDir \n\</font>
+<font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
+<font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00772">772</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a228" doxytag="NL3D::LightingVPFragmentNoSpecular_End"></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 char* NL3D::LightingVPFragmentNoSpecular_End<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # output to o[COL0] only, replacing alpha with material alpha. \n\</font>
+<font class="stringliteral"> MAD o[COL0], R2, c[CTS+9].zzzx, c[CTS+9].xxxw; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00816">816</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a227" doxytag="NL3D::LightingVPFragmentNoSpecular_PL"></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 char* NL3D::LightingVPFragmentNoSpecular_PL[]<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+{
+<font class="stringliteral">" # Diffuse PointLight 0. \n\</font>
+<font class="stringliteral"> ADD R0, c[CTS+6], -R5; # R0= lightPos-vertex \n\</font>
+<font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+<font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+<font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+<font class="stringliteral"> LIT R0.y, R0.xxxx; # R0.y= R0.x clamped \n\</font>
+<font class="stringliteral"> MAD R2, R0.y, c[CTS+2], R2; # R2= summed vertex color. \n\</font>
+<font class="stringliteral">"</font>,
+<font class="stringliteral">" # Diffuse PointLight 1. \n\</font>
+<font class="stringliteral"> ADD R0, c[CTS+7], -R5; # R0= lightPos-vertex \n\</font>
+<font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+<font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+<font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+<font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
+<font class="stringliteral"> MAD R2, R0.y, c[CTS+3], R2; # R2= summed vertex color. \n\</font>
+<font class="stringliteral">"</font>,
+<font class="stringliteral">" # Diffuse PointLight 2. \n\</font>
+<font class="stringliteral"> ADD R0, c[CTS+8], -R5; # R0= lightPos-vertex \n\</font>
+<font class="stringliteral"> DP3 R0.w, R0, R0; # normalize R0. \n\</font>
+<font class="stringliteral"> RSQ R0.w, R0.w; \n\</font>
+<font class="stringliteral"> MUL R0, R0, R0.w; \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, R0; # R0.x= normal*lightDir \n\</font>
+<font class="stringliteral"> LIT R0.y, R0; # R0.y= R0.x clamped \n\</font>
+<font class="stringliteral"> MAD R2, R0.y, c[CTS+4], R2; # R2= summed vertex color. \n\</font>
+<font class="stringliteral">"</font>
+}</pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00784">784</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a229" doxytag="NL3D::LightingVPFragmentSpecular_Begin"></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 char* NL3D::LightingVPFragmentSpecular_Begin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" \n\</font>
+<font class="stringliteral"> # Global Ambient. \n\</font>
+<font class="stringliteral"> MOV R2, c[CTS+0]; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Always keep Specular exponent in R0.w \n\</font>
+<font class="stringliteral"> MOV R0.w, c[CTS+5].w; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Compute vertex-to-eye vector normed. \n\</font>
+<font class="stringliteral"> ADD R4, c[CTS+11], -R5; \n\</font>
+<font class="stringliteral"> DP3 R4.w, R4, R4; \n\</font>
+<font class="stringliteral"> RSQ R4.w, R4.w; \n\</font>
+<font class="stringliteral"> MUL R4, R4, R4.w; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Diffuse-Specular Sun \n\</font>
+<font class="stringliteral"> # Compute R1= halfAngleVector= (lightDir+R4).normed(). \n\</font>
+<font class="stringliteral"> ADD R1.xyz, c[CTS+9], R4; # R1= halfAngleVector \n\</font>
+<font class="stringliteral"> DP3 R1.w, R1, R1; # normalize R1. \n\</font>
+<font class="stringliteral"> RSQ R1.w, R1.w; \n\</font>
+<font class="stringliteral"> MUL R1.xyz, R1, R1.w; \n\</font>
+<font class="stringliteral"> # Compute Factors and colors. \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, c[CTS+9]; # R0.x= normal*-lightDir \n\</font>
+<font class="stringliteral"> DP3 R0.yz, R6, R1; # R0.yz= normal*halfAngleVector \n\</font>
+<font class="stringliteral"> LIT R0.yz, R0; # R0.y= R0.x clamped, R0.z= pow(spec, R0.w) clamp \n\</font>
+<font class="stringliteral"> MAD R2, R0.y, c[CTS+1], R2; # R2= summed vertex color. \n\</font>
+<font class="stringliteral"> MUL R3, R0.z, c[CTS+5]; # R3= specular color. \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00824">824</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a231" doxytag="NL3D::LightingVPFragmentSpecular_End"></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 char* NL3D::LightingVPFragmentSpecular_End<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # output directly to secondary color. \n\</font>
+<font class="stringliteral"> MAD o[COL1], R0.z, c[CTS+8], R3; # final summed specular color. \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # output diffuse to o[COL0], replacing alpha with material alpha. \n\</font>
+<font class="stringliteral"> MAD o[COL0], R2, c[CTS+10].zzzx, c[CTS+10].xxxw; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="render__trav_8cpp-source.html#l00912">912</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a230" doxytag="NL3D::LightingVPFragmentSpecular_PL"></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 char* NL3D::LightingVPFragmentSpecular_PL[]<code> [static]</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="render__trav_8cpp-source.html#l00853">853</a> of file <a class="el" href="render__trav_8cpp-source.html">render_trav.cpp</a>.
+<p>
+Referenced by <a class="el" href="render__trav_8cpp-source.html#l00932">NL3D::CRenderTrav::getLightVPFragment</a>. </td>
+ </tr>
+</table>
+<a name="a92" doxytag="NL3D::LightTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::LightTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x328f500a, 0x57600db9)
+ </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="light__trav_8h-source.html#l00049">49</a> of file <a class="el" href="light__trav_8h-source.html">light_trav.h</a>.
+<p>
+Referenced by <a class="el" href="base__render__obs_8cpp-source.html#l00040">NL3D::IBaseRenderObs::init</a>, <a class="el" href="transform_8cpp-source.html#l00112">NL3D::CTransform::initModel</a>, <a class="el" href="point__light__model_8cpp-source.html#l00059">NL3D::CPointLightModel::initModel</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, and <a class="el" href="point__light__model_8cpp-source.html#l00038">NL3D::CPointLightModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a93" doxytag="NL3D::LoadBalancingTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::LoadBalancingTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7181548, 0x36ad3c10)
+ </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="load__balancing__trav_8h-source.html#l00054">54</a> of file <a class="el" href="load__balancing__trav_8h-source.html">load_balancing_trav.h</a>.
+<p>
+Referenced by <a class="el" href="transform_8cpp-source.html#l00443">NL3D::CTransform::getLoadBalancingGroup</a>, <a class="el" href="base__clip__obs_8cpp-source.html#l00067">NL3D::IBaseClipObs::init</a>, <a class="el" href="transform__shape_8cpp-source.html#l00048">NL3D::CTransformShape::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, <a class="el" href="mesh__multi__lod__instance_8cpp-source.html#l00060">NL3D::CMeshMultiLodInstance::registerBasic</a>, and <a class="el" href="transform_8cpp-source.html#l00428">NL3D::CTransform::setLoadBalancingGroup</a>. </td>
+ </tr>
+</table>
+<a name="a39" doxytag="NL3D::MaxFlareNum"></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="memory__common_8h.html#a15">uint</a> NL3D::MaxFlareNum = 10
+ </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="flare__shape_8h-source.html#l00045">45</a> of file <a class="el" href="flare__shape_8h-source.html">flare_shape.h</a>.
+<p>
+Referenced by <a class="el" href="flare__shape_8cpp-source.html#l00039">NL3D::CFlareShape::CFlareShape</a>, <a class="el" href="flare__shape_8cpp-source.html#l00140">NL3D::CFlareShape::flushTextures</a>, <a class="el" href="flare__shape_8cpp-source.html#l00110">NL3D::CFlareShape::getNumTriangles</a>, <a class="el" href="flare__shape_8h-source.html#l00141">NL3D::CFlareShape::getRelativePos</a>, <a class="el" href="flare__shape_8h-source.html#l00100">NL3D::CFlareShape::getTexture</a>, <a class="el" href="flare__shape_8cpp-source.html#l00063">NL3D::CFlareShape::serial</a>, <a class="el" href="flare__shape_8h-source.html#l00134">NL3D::CFlareShape::setRelativePos</a>, <a class="el" href="flare__shape_8h-source.html#l00116">NL3D::CFlareShape::setSize</a>, <a class="el" href="flare__shape_8h-source.html#l00091">NL3D::CFlareShape::setTexture</a>, and <a class="el" href="flare__model_8cpp-source.html#l00060">NL3D::CFlareRenderObs::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a186" doxytag="NL3D::MaxInputValue"></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 float NL3D::MaxInputValue = 1.0f
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+Here we define attribute maker, that is object that can produce an attribute following some rule.
+<p>
+This allow, for example, creation of a color gradient, or color flicker, size strectching and so on... See also <a class="el" href="particle__system_8h.html">particle_system.h</a> and <a class="el" href="ps__located_8h.html">ps_located.h</a>.
+<p>
+Definition at line <a class="el" href="ps__attrib__maker_8h-source.html#l00096">96</a> of file <a class="el" href="ps__attrib__maker_8h-source.html">ps_attrib_maker.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__iterators_8h-source.html#l00140">NL3D::CFClampSquareDot3AddIterator::get</a>, <a class="el" href="ps__attrib__maker__iterators_8h-source.html#l00125">NL3D::CFClampDot3AddIterator::get</a>, <a class="el" href="ps__attrib__maker__iterators_8h-source.html#l00111">NL3D::CFSquareDot3AddIterator::get</a>, <a class="el" href="ps__attrib__maker__iterators_8h-source.html#l00099">NL3D::CFDot3AddIterator::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l01172">NL3D::CPSAttribMakerT::get</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00293">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::make4ByIterator</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00191">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeByIterator</a>, <a class="el" href="ps__attrib__maker__helper_8h-source.html#l00448">NL3D::CPSAttribMakerT&lt; uint32, CPSValueBlendFunc&lt; uint32 &gt; &gt;::makeNByIterator</a>, and <a class="el" href="particle__system_8h-source.html#l00293">NL3D::CParticleSystem::setUserParam</a>. </td>
+ </tr>
+</table>
+<a name="a165" doxytag="NL3D::MaxPSUserParam"></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="memory__common_8h.html#a15">uint</a> NL3D::MaxPSUserParam = 4
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+number user params for a particle system.
+<p>
+
+<p>
+Definition at line <a class="el" href="particle__system_8h-source.html#l00061">61</a> of file <a class="el" href="particle__system_8h-source.html">particle_system.h</a>.
+<p>
+Referenced by <a class="el" href="particle__system_8cpp-source.html#l00933">NL3D::CParticleSystem::bindGlobalValueToUserParam</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00789">NL3D::CParticleSystemModel::bypassGlobalUserParamValue</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00458">NL3D::CParticleSystemInstanceUser::bypassGlobalUserParamValue</a>, <a class="el" href="particle__system_8cpp-source.html#l00066">NL3D::CParticleSystem::CParticleSystem</a>, <a class="el" href="particle__system_8cpp-source.html#l00989">NL3D::CParticleSystem::getGlobalValueName</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00098">NL3D::CParticleSystemInstanceUser::getUserParam</a>, <a class="el" href="particle__system_8h-source.html#l00303">NL3D::CParticleSystem::getUserParam</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00798">NL3D::CParticleSystemModel::isGlobalUserParamValueBypassed</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00471">NL3D::CParticleSystemInstanceUser::isGlobalUserParamValueBypassed</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00169">NL3D::CParticleSystemModel::reallocRsc</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00189">NL3D::CParticleSystemModel::releasePSPointer</a>, <a class="el" href="particle__system_8cpp-source.html#l00423">NL3D::CParticleSystem::serial</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00083">NL3D::CParticleSystemInstanceUser::setUserParam</a>, <a class="el" href="particle__system_8h-source.html#l00293">NL3D::CParticleSystem::setUserParam</a>, <a class="el" href="particle__system_8cpp-source.html#l00298">NL3D::CParticleSystem::step</a>, and <a class="el" href="particle__system__model_8cpp-source.html#l00407">NL3D::CParticleSystemDetailObs::traverse</a>. </td>
+ </tr>
+</table>
+<a name="a140" doxytag="NL3D::MeshBaseInstanceId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::MeshBaseInstanceId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0xef44331, 0x739f6bcf)
+ </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="mesh__base__instance_8h-source.html#l00052">52</a> of file <a class="el" href="mesh__base__instance_8h-source.html">mesh_base_instance.h</a>.
+<p>
+Referenced by <a class="el" href="mesh__multi__lod__instance_8cpp-source.html#l00060">NL3D::CMeshMultiLodInstance::registerBasic</a>, <a class="el" href="mesh__mrm__instance_8cpp-source.html#l00059">NL3D::CMeshMRMInstance::registerBasic</a>, <a class="el" href="mesh__instance_8cpp-source.html#l00061">NL3D::CMeshInstance::registerBasic</a>, and <a class="el" href="mesh__base__instance_8cpp-source.html#l00070">NL3D::CMeshBaseInstance::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a141" doxytag="NL3D::MeshInstanceId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::MeshInstanceId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x6bfe0a34, 0x23b26dc9)
+ </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="mesh__instance_8h-source.html#l00044">44</a> of file <a class="el" href="mesh__instance_8h-source.html">mesh_instance.h</a>.
+<p>
+Referenced by <a class="el" href="mesh__instance_8cpp-source.html#l00061">NL3D::CMeshInstance::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a142" doxytag="NL3D::MeshMRMInstanceId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::MeshMRMInstanceId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0xec608f3, 0x1111c33)
+ </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="mesh__mrm__instance_8h-source.html#l00047">47</a> of file <a class="el" href="mesh__mrm__instance_8h-source.html">mesh_mrm_instance.h</a>.
+<p>
+Referenced by <a class="el" href="mesh__mrm__instance_8cpp-source.html#l00059">NL3D::CMeshMRMInstance::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a144" doxytag="NL3D::MeshMultiLodInstanceId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::MeshMultiLodInstanceId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x1ade6ef8, 0x75c5a84)
+ </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="mesh__multi__lod__instance_8h-source.html#l00040">40</a> of file <a class="el" href="mesh__multi__lod__instance_8h-source.html">mesh_multi_lod_instance.h</a>.
+<p>
+Referenced by <a class="el" href="mesh__multi__lod__instance_8cpp-source.html#l00060">NL3D::CMeshMultiLodInstance::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a251" doxytag="NL3D::NbLine"></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 int NL3D::NbLine[TEXTUREFONT_NBCATEGORY] = { 8, 24, 16, 4, 1 }
+ </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="texture__font_8cpp-source.html#l00047">47</a> of file <a class="el" href="texture__font_8cpp-source.html">texture_font.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__font_8cpp-source.html#l00088">NL3D::CTextureFont::CTextureFont</a>, <a class="el" href="texture__font_8cpp-source.html#l00234">NL3D::CTextureFont::doGenerate</a>, <a class="el" href="texture__font_8cpp-source.html#l00294">NL3D::CTextureFont::getLetterInfo</a>, and <a class="el" href="texture__font_8cpp-source.html#l00175">NL3D::CTextureFont::rebuildLetter</a>. </td>
+ </tr>
+</table>
+<a name="a68" doxytag="NL3D::NbTileLightMapByLine"></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="memory__common_8h.html#a14">sint</a> NL3D::NbTileLightMapByLine = <a class="el" href="namespaceNL3D.html#a67">TextureNearSize</a>/NL_TILE_LIGHTMAP_SIZE
+ </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="landscape_8h-source.html#l00079">79</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01975">NL3D::CLandscape::getTileLightMapUvInfo</a>. </td>
+ </tr>
+</table>
+<a name="a69" doxytag="NL3D::NbTileLightMapByTexture"></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="memory__common_8h.html#a14">sint</a> NL3D::NbTileLightMapByTexture = <a class="el" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a>*<a class="el" href="namespaceNL3D.html#a68">NbTileLightMapByLine</a>
+ </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="landscape_8h-source.html#l00080">80</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01917">NL3D::CLandscape::getTileLightMap</a>, <a class="el" href="landscape_8cpp-source.html#l01975">NL3D::CLandscape::getTileLightMapUvInfo</a>, <a class="el" href="landscape_8cpp-source.html#l02020">NL3D::CLandscape::refillTileLightMap</a>, and <a class="el" href="landscape_8cpp-source.html#l01998">NL3D::CLandscape::releaseTileLightMap</a>. </td>
+ </tr>
+</table>
+<a name="a66" doxytag="NL3D::NbTilesMax"></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="memory__common_8h.html#a14">sint</a> NL3D::NbTilesMax = 65536
+ </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="landscape_8h-source.html#l00075">75</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>. </td>
+ </tr>
+</table>
+<a name="a282" doxytag="NL3D::NL3D_BendProgram"></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 string NL3D::NL3D_BendProgram = string(<a class="el" href="namespaceNL3D.html#a280">NL3D_BendProgramP0</a>) + string(<a class="el" href="namespaceNL3D.html#a281">NL3D_BendProgramP1</a>)
+ </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="vegetable__manager_8cpp-source.html#l00460">460</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a280" doxytag="NL3D::NL3D_BendProgramP0"></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 char* NL3D::NL3D_BendProgramP0
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral"> # compute time of animation: time*freqfactor + phase. \n\</font>
+<font class="stringliteral"> MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # animation: f(x)= cos(x). compute a high precision cosinus \n\</font>
+<font class="stringliteral"> EXP R0.y, R0.x; # fract part=&gt; R0.y= [0,1] &lt;=&gt; [-Pi, Pi] \n\</font>
+<font class="stringliteral"> MAD R0.x, R0.y, c[22].z, -c[22].y; # R0.x= a= [-Pi, Pi] \n\</font>
+<font class="stringliteral"> # R0 must get a2, a4, a6, a8 \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, R0.x; # R0.x= a2 \n\</font>
+<font class="stringliteral"> MUL R0.y, R0.x, R0.x; # R0= a2, a4 \n\</font>
+<font class="stringliteral"> MUL R0.zw, R0.y, R0.xxxy; # R0= a2, a4, a6, a8 \n\</font>
+<font class="stringliteral"> # Taylor serie: cos(x)= 1 - (1/2) a2 + (1/24) a4 - (1/720) a6 + (1/40320) a8. \n\</font>
+<font class="stringliteral"> DP4 R0.x, R0, c[18]; # R0.x= cos(x) - 1. \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # R0.x= [-2, 0]. And we want a result in BendWeight/2*WindPower*[WindBendMin, 1] \n\</font>
+<font class="stringliteral"> MAD R0.x, R0.x, c[17].z, c[17].y; # R0.x= WindPower*[WindBendMin, 1] \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, v[9].x; # R0.x= angle= BendWeight/2*WindPower*[WindBendMin, 1] \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # compute good precision sinus and cosinus, in R0.xy. \n\</font>
+<font class="stringliteral"> # suppose that BendWeightMax/2== 2Pi/3 =&gt; do not need to fmod() nor \n\</font>
+<font class="stringliteral"> # to have high order taylor serie \n\</font>
+<font class="stringliteral"> DST R1.xy, R0.x, R0.x; # R1= 1, a2 \n\</font>
+<font class="stringliteral"> MUL R1.z, R1.y, R1.y; # R1= 1, a2, a4 \n\</font>
+<font class="stringliteral"> MUL R1.w, R1.y, R1.z; # R1= 1, a2, a4, a6 (cos serie) \n\</font>
+<font class="stringliteral"> MUL R2, R1, R0.x; # R2= a, a3, a5, a7 (sin serie) \n\</font>
+<font class="stringliteral"> DP4 R0.x, R1, c[19]; # R0.x= cos(a) \n\</font>
+<font class="stringliteral"> DP4 R0.y, R2, c[20]; # R0.y= sin(a) \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00386">386</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a281" doxytag="NL3D::NL3D_BendProgramP1"></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 char* NL3D::NL3D_BendProgramP1
+ </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="vegetable__manager_8cpp-source.html#l00415">415</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a291" doxytag="NL3D::NL3D_CommonEndVegetableProgram"></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 char* NL3D::NL3D_CommonEndVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R5; \n\</font>
+<font class="stringliteral"> # copy Dynamic lightmap UV in stage0, from colors Alpha part. \n\</font>
+<font class="stringliteral"> MOV o[TEX0].x, v[3].w; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].y, v[4].w; \n\</font>
+<font class="stringliteral"> # copy diffuse texture uv to stage 1. \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[8]; \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00577">577</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a279" doxytag="NL3D::NL3D_FastBendProgram"></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 char* NL3D::NL3D_FastBendProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral"> # compute time of animation: time*freqfactor + phase. \n\</font>
+<font class="stringliteral"> MAD R0.x, c[17].x, v[9].z, v[9].y; # R0.x= time of animation \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # animation: use the 64 LUT entries \n\</font>
+<font class="stringliteral"> EXP R0.y, R0.x; # fract part=&gt; R0.y= [0,1[ \n\</font>
+<font class="stringliteral"> MUL R0, R0.y, c[23].xyyy; # R0.x= [0,64[ \n\</font>
+<font class="stringliteral"> ARL A0.x, R0.x; # A0.x= index in the LUT \n\</font>
+<font class="stringliteral"> EXP R0.y, R0.x; # R0.y= R0.x-A0.x= fp (fract part) \n\</font>
+<font class="stringliteral"> # lookup and lerp in one it: R0= value + fp * dv. \n\</font>
+<font class="stringliteral"> MAD R0.xy, R0.y, c[A0.x+32].zwww, c[A0.x+32].xyww; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # The direction and power of the wind is encoded in the LUT. \n\</font>
+<font class="stringliteral"> # Scale now by vertex BendFactor (stored in v[0].w) \n\</font>
+<font class="stringliteral"> MAD R5, R0, v[0].w, v[0].xyzw; \n\</font>
+<font class="stringliteral"> # compute 1/norm, and multiply by original norm stored in v[9].x \n\</font>
+<font class="stringliteral"> DP3 R0.x, R5, R5; \n\</font>
+<font class="stringliteral"> RSQ R0.x, R0.x; \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, v[9].x; \n\</font>
+<font class="stringliteral"> # mul by this factor, and add to center \n\</font>
+<font class="stringliteral"> MAD R5, R0.xxxw, R5, v[10]; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # make local to camera pos. Important for ZBuffer precision \n\</font>
+<font class="stringliteral"> ADD R5, R5, -c[10]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00316">316</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a85" doxytag="NL3D::NL3D_InitSqrDistLUT"></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_1CLVBSqrDistLUT.html">CLVBSqrDistLUT</a> NL3D::NL3D_InitSqrDistLUT
+ </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="landscape__vegetable__block_8cpp-source.html#l00066">66</a> of file <a class="el" href="landscape__vegetable__block_8cpp-source.html">landscape_vegetable_block.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a86" doxytag="NL3D::NL3D_LandscapeCommonStartProgram"></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 char* NL3D::NL3D_LandscapeCommonStartProgram
+ </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="landscapevb__allocator_8cpp-source.html#l00508">508</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscapevb__allocator_8cpp-source.html#l00656">NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a88" doxytag="NL3D::NL3D_LandscapeFar0EndProgram"></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 char* NL3D::NL3D_LandscapeFar0EndProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="landscapevb__allocator_8cpp-source.html#l00568">568</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscapevb__allocator_8cpp-source.html#l00656">NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a89" doxytag="NL3D::NL3D_LandscapeFar1EndProgram"></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 char* NL3D::NL3D_LandscapeFar1EndProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute Alpha Transition \n\</font>
+<font class="stringliteral"> ADD R0.x, R2.x, -v[12].x; # R0.x= sqrDist-TransitionSqrMin \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, v[12].y; # R0.x= (sqrDist-TransitionSqrMin) * OOTransitionSqrDelta \n\</font>
+<font class="stringliteral"> MAX R0.x, R0.x, c[4].x; \n\</font>
+<font class="stringliteral"> MIN o[COL0].w, R0.x, c[4].y; # col.A= clamp(R0.x, 0, 1); \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="landscapevb__allocator_8cpp-source.html#l00589">589</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscapevb__allocator_8cpp-source.html#l00656">NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a70" doxytag="NL3D::NL3D_LandscapeGlobals_PassNTri"></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::NL3D_LandscapeGlobals_PassNTri = 0
+ </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="landscape__def_8cpp-source.html#l00081">81</a> of file <a class="el" href="landscape__def_8cpp-source.html">landscape_def.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>. </td>
+ </tr>
+</table>
+<a name="a71" doxytag="NL3D::NL3D_LandscapeGlobals_PassTriCurPtr"></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::NL3D_LandscapeGlobals_PassTriCurPtr = NULL
+ </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="landscape__def_8cpp-source.html#l00082">82</a> of file <a class="el" href="landscape__def_8cpp-source.html">landscape_def.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a87" doxytag="NL3D::NL3D_LandscapeTestSpeedProgram"></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 string NL3D::NL3D_LandscapeTestSpeedProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
+<font class="stringliteral"> MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n MOV R1, R1; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="landscapevb__allocator_8cpp-source.html#l00555">555</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a90" doxytag="NL3D::NL3D_LandscapeTileEndProgram"></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 char* NL3D::NL3D_LandscapeTileEndProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="landscapevb__allocator_8cpp-source.html#l00615">615</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscapevb__allocator_8cpp-source.html#l00656">NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a91" doxytag="NL3D::NL3D_LandscapeTileLightMapEndProgram"></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 char* NL3D::NL3D_LandscapeTileLightMapEndProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R1; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R1; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].xy, v[13]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[10], -R1; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>Same version but write Tex0 to take uv2, ie v[13], for lightmap pass.
+<p>
+
+<p>
+Definition at line <a class="el" href="landscapevb__allocator_8cpp-source.html#l00628">628</a> of file <a class="el" href="landscapevb__allocator_8cpp-source.html">landscapevb_allocator.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscapevb__allocator_8cpp-source.html#l00656">NL3D::CLandscapeVBAllocator::setupVBFormatAndVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a284" doxytag="NL3D::NL3D_LightedMiddle1SidedVegetableProgram"></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 char* NL3D::NL3D_LightedMiddle1SidedVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" #FrontFacing \n\</font>
+<font class="stringliteral"> MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\</font>
+<font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
+<font class="stringliteral"> ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00492">492</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a285" doxytag="NL3D::NL3D_LightedMiddle2SidedVegetableProgram"></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 char* NL3D::NL3D_LightedMiddle2SidedVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" #FrontFacing \n\</font>
+<font class="stringliteral"> MAX R0.y, -R0.x, c[8].x; # R0.y= diffFactor= max(0, -R6*LightDir) \n\</font>
+<font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
+<font class="stringliteral"> ADD o[COL0].xyz, R1, v[4]; # col0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
+<font class="stringliteral"> # BackFacing. \n\</font>
+<font class="stringliteral"> MAX R0.y, R0.x, c[8].x; # R0.y= diffFactor= max(0, -(-R6)*LightDir) \n\</font>
+<font class="stringliteral"> MUL R1.xyz, R0.y, v[3]; # R7= diffFactor*DiffuseColor \n\</font>
+<font class="stringliteral"> ADD o[BFC0].xyz, R1, v[4]; # bfc0.RGB= AmbientColor + diffFactor*DiffuseColor \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00501">501</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a283" doxytag="NL3D::NL3D_LightedStartVegetableProgram"></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 char* NL3D::NL3D_LightedStartVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" \n\</font>
+<font class="stringliteral"> # bend Pos into R5. Now do it for normal \n\</font>
+<font class="stringliteral"> DP3 R0.x, R7, v[2]; \n\</font>
+<font class="stringliteral"> DP3 R0.y, R8, v[2]; \n\</font>
+<font class="stringliteral"> DP3 R0.z, R9, v[2]; # R0= matRot * normal. \n\</font>
+<font class="stringliteral"> # Do the rot 2 times for normal (works fine) \n\</font>
+<font class="stringliteral"> DP3 R6.x, R7, R0; \n\</font>
+<font class="stringliteral"> DP3 R6.y, R8, R0; \n\</font>
+<font class="stringliteral"> DP3 R6.z, R9, R0; # R6= bended normal. \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Normalize normal, and dot product, into R0.x \n\</font>
+<font class="stringliteral"> # w hasn't been written \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6.xyzz, R6.xyzz; # R0.x= R6.sqrnorm() \n\</font>
+<font class="stringliteral"> RSQ R0.x, R0.x; # R0.x= 1/norm() \n\</font>
+<font class="stringliteral"> MUL R6, R6.xyzz, R0.x; # R6= R6.normed() \n\</font>
+<font class="stringliteral"> DP3 R0.x, R6, c[9]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00471">471</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a162" doxytag="NL3D::NL3D_OO255"></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 float NL3D::NL3D_OO255 = 1.0f / 255<code> [static]</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="noise__value_8cpp-source.html#l00041">41</a> of file <a class="el" href="noise__value_8cpp-source.html">noise_value.cpp</a>.
+<p>
+Referenced by <a class="el" href="noise__value_8cpp-source.html#l00119">NL3D::CRandomGrid3D::evalBiLinear</a>, and <a class="el" href="noise__value_8cpp-source.html#l00101">NL3D::CRandomGrid3D::evalNearest</a>. </td>
+ </tr>
+</table>
+<a name="a274" doxytag="NL3D::NL3D_OO32767"></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 double NL3D::NL3D_OO32767 = 1.0f/32767
+ </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="track__sampled__quat_8cpp-source.html#l00045">45</a> of file <a class="el" href="track__sampled__quat_8cpp-source.html">track_sampled_quat.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a275" doxytag="NL3D::NL3D_OO65535"></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 double NL3D::NL3D_OO65535 = 1.0f/65535
+ </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="track__sampled__quat_8cpp-source.html#l00046">46</a> of file <a class="el" href="track__sampled__quat_8cpp-source.html">track_sampled_quat.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a163" doxytag="NL3D::NL3D_RandomGrid3D"></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_1CRandomGrid3D.html">CRandomGrid3D</a> NL3D::NL3D_RandomGrid3D<code> [static]</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="noise__value_8cpp-source.html#l00207">207</a> of file <a class="el" href="noise__value_8cpp-source.html">noise_value.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a292" doxytag="NL3D::NL3D_SimpleStartVegetableProgram"></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 char* NL3D::NL3D_SimpleStartVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral"> # compute in Projection space \n\</font>
+<font class="stringliteral"> MOV R5, v[0]; \n\</font>
+<font class="stringliteral"> ADD R5.xyz, R5, v[10]; \n\</font>
+<font class="stringliteral"> # make local to camera pos \n\</font>
+<font class="stringliteral"> ADD R5, R5, -c[10]; \n\</font>
+<font class="stringliteral"> MOV o[COL0], c[8].yyyy; \n\</font>
+<font class="stringliteral"> MOV o[BFC0], c[8].xxyy; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00597">597</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a290" doxytag="NL3D::NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram"></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 char* NL3D::NL3D_UnlitMiddle1SidedAlphaBlendVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> #Blend transition. NB: in R5, we already have the position relative to the camera \n\</font>
+<font class="stringliteral"> DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\</font>
+<font class="stringliteral"> RSQ R0.y, R0.x; \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\</font>
+<font class="stringliteral"> # setup alpha Blending. Distance of appartition is encoded in the vertex. \n\</font>
+<font class="stringliteral"> MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00558">558</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a287" doxytag="NL3D::NL3D_UnlitMiddle1SidedVegetableProgram"></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 char* NL3D::NL3D_UnlitMiddle1SidedVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
+<font class="stringliteral"> \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00528">528</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a289" doxytag="NL3D::NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram"></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 char* NL3D::NL3D_UnlitMiddle2SidedAlphaBlendVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
+<font class="stringliteral"> MOV o[BFC0].xyz, v[4]; # bfc0.RGBA= bcf color \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> #Blend transition. NB: in R5, we already have the position relative to the camera \n\</font>
+<font class="stringliteral"> DP3 R0.x, R5, R5; # R0.x= sqr(dist to viewer). \n\</font>
+<font class="stringliteral"> RSQ R0.y, R0.x; \n\</font>
+<font class="stringliteral"> MUL R0.x, R0.x, R0.y; # R0.x= dist to viewer \n\</font>
+<font class="stringliteral"> # setup alpha Blending. Distance of appartition is encoded in the vertex. \n\</font>
+<font class="stringliteral"> MAD o[COL0].w, R0.x, c[11].x, v[9].w; \n\</font>
+<font class="stringliteral"> MAD o[BFC0].w, R0.x, c[11].x, v[9].w; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00543">543</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a288" doxytag="NL3D::NL3D_UnlitMiddle2SidedVegetableProgram"></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 char* NL3D::NL3D_UnlitMiddle2SidedVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" MOV o[COL0].xyz, v[3]; # col.RGBA= vertex color \n\</font>
+<font class="stringliteral"> MOV o[BFC0].xyz, v[4]; # bfc0.RGBA= bcf color \n\</font>
+<font class="stringliteral"> \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00535">535</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a286" doxytag="NL3D::NL3D_UnlitStartVegetableProgram"></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 char* NL3D::NL3D_UnlitStartVegetableProgram
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">""</font></pre></div>
+<p>
+Definition at line <a class="el" href="vegetable__manager_8cpp-source.html#l00523">523</a> of file <a class="el" href="vegetable__manager_8cpp-source.html">vegetable_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00611">NL3D::CVegetableManager::initVertexProgram</a>. </td>
+ </tr>
+</table>
+<a name="a173" doxytag="NL3D::NL3DDecompressLumelFactor0Case0"></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="memory__common_8h.html#a15">uint</a> NL3D::NL3DDecompressLumelFactor0Case0[8]<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+{
+ 7, 0, 6, 5, 4, 3, 2, 1
+}</pre></div>
+<p>
+Definition at line <a class="el" href="patch__lightmap_8cpp-source.html#l00053">53</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00261">NL3D::CPatch::packLumelBlock</a>. </td>
+ </tr>
+</table>
+<a name="a175" doxytag="NL3D::NL3DDecompressLumelFactor0Case1"></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="memory__common_8h.html#a15">uint</a> NL3D::NL3DDecompressLumelFactor0Case1[6]<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+{
+ 5, 0, 4, 3, 2, 1,
+}</pre></div>
+<p>
+Definition at line <a class="el" href="patch__lightmap_8cpp-source.html#l00061">61</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00261">NL3D::CPatch::packLumelBlock</a>. </td>
+ </tr>
+</table>
+<a name="a174" doxytag="NL3D::NL3DDecompressLumelFactor1Case0"></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="memory__common_8h.html#a15">uint</a> NL3D::NL3DDecompressLumelFactor1Case0[8]<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+{
+ 0, 7, 1, 2, 3, 4, 5, 6
+}</pre></div>
+<p>
+Definition at line <a class="el" href="patch__lightmap_8cpp-source.html#l00057">57</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00261">NL3D::CPatch::packLumelBlock</a>. </td>
+ </tr>
+</table>
+<a name="a176" doxytag="NL3D::NL3DDecompressLumelFactor1Case1"></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="memory__common_8h.html#a15">uint</a> NL3D::NL3DDecompressLumelFactor1Case1[6]<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+{
+ 0, 5, 1, 2, 3, 4,
+}</pre></div>
+<p>
+Definition at line <a class="el" href="patch__lightmap_8cpp-source.html#l00065">65</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00261">NL3D::CPatch::packLumelBlock</a>. </td>
+ </tr>
+</table>
+<a name="a178" doxytag="NL3D::NL3DDeltaLumel"></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::NL3DDeltaLumel[4] = {4, 1, 4, 1}<code> [static]</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="patch__lightmap_8cpp-source.html#l00654">654</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00657">NL3D::CPatch::computeTileLightmapEdgePrecomputed</a>. </td>
+ </tr>
+</table>
+<a name="a177" doxytag="NL3D::NL3DPixelStartLumel"></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::NL3DPixelStartLumel[4] = {0, 4*3, 3, 0}<code> [static]</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="patch__lightmap_8cpp-source.html#l00653">653</a> of file <a class="el" href="patch__lightmap_8cpp-source.html">patch_lightmap.cpp</a>.
+<p>
+Referenced by <a class="el" href="patch__lightmap_8cpp-source.html#l00657">NL3D::CPatch::computeTileLightmapEdgePrecomputed</a>. </td>
+ </tr>
+</table>
+<a name="a143" doxytag="NL3D::NL_BlockByteL1"></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="memory__common_8h.html#a15">uint</a> NL3D::NL_BlockByteL1 = 4096
+ </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="mesh__mrm__skin_8cpp-source.html#l00339">339</a> of file <a class="el" href="mesh__mrm__skin_8cpp-source.html">mesh_mrm_skin.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a217" doxytag="NL3D::NormEpsilon"></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 float NL3D::NormEpsilon = 10E-8f
+ </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="ps__ribbon__look__at_8cpp-source.html#l00041">41</a> of file <a class="el" href="ps__ribbon__look__at_8cpp-source.html">ps_ribbon_look_at.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a191" doxytag="NL3D::NumVertsInBuffer"></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="memory__common_8h.html#a15">uint</a> NL3D::NumVertsInBuffer = 4 * <a class="el" href="namespaceNL3D.html#a190">FanLightBufSize</a><code> [static]</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="ps__shockwave_8cpp-source.html#l00047">47</a> of file <a class="el" href="ps__shockwave_8cpp-source.html">ps_shockwave.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__shockwave_8cpp-source.html#l00504">NL3D::CPSShockWave::getNumShockWavesInVB</a>. </td>
+ </tr>
+</table>
+<a name="a300" doxytag="NL3D::NumWaterMap"></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="memory__common_8h.html#a15">uint</a> NL3D::NumWaterMap = 3
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This class is a portion of water, it encodes its height, and simulates its propagation.
+<p>
+It contains datas about the eight around the user position
+<p>
+size x 2 |--------| s| (x,y) | i| |---|| z| | || e| |---|| x| | 2|--------|
+<p>
+Definition at line <a class="el" href="water__height__map_8h-source.html#l00065">65</a> of file <a class="el" href="water__height__map_8h-source.html">water_height_map.h</a>.
+<p>
+Referenced by <a class="el" href="water__height__map_8cpp-source.html#l00523">NL3D::CWaterHeightMap::clearZone</a>, <a class="el" href="water__height__map_8cpp-source.html#l00399">NL3D::CWaterHeightMap::filter</a>, <a class="el" href="water__height__map_8h-source.html#l00125">NL3D::CWaterHeightMap::getPrevPointer</a>, <a class="el" href="water__height__map_8cpp-source.html#l00575">NL3D::CWaterHeightMap::perturbate</a>, <a class="el" href="water__height__map_8cpp-source.html#l00609">NL3D::CWaterHeightMap::perturbatePoint</a>, <a class="el" href="water__height__map_8cpp-source.html#l00356">NL3D::CWaterHeightMap::propagate</a>, <a class="el" href="water__height__map_8cpp-source.html#l00066">NL3D::CWaterHeightMap::setPropagationTime</a>, <a class="el" href="water__height__map_8cpp-source.html#l00269">NL3D::CWaterHeightMap::setSize</a>, <a class="el" href="water__height__map_8cpp-source.html#l00514">NL3D::CWaterHeightMap::swapBuffers</a>, and <a class="el" href="water__height__map_8cpp-source.html#l00078">NL3D::CWaterHeightMap::updateUserPos</a>. </td>
+ </tr>
+</table>
+<a name="a244" doxytag="NL3D::OO32768"></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 float NL3D::OO32768 = 1.0f/0x8000
+ </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="tessellation_8h-source.html#l00056">56</a> of file <a class="el" href="tessellation_8h-source.html">tessellation.h</a>.
+<p>
+Referenced by <a class="el" href="tessellation_8h-source.html#l00079">NL3D::CParamCoord::getS</a>, and <a class="el" href="tessellation_8h-source.html#l00080">NL3D::CParamCoord::getT</a>. </td>
+ </tr>
+</table>
+<a name="a35" doxytag="NL3D::OptFastFloorBkupCW"></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"> int NL3D::OptFastFloorBkupCW
+ </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="fast__floor_8cpp-source.html#l00034">34</a> of file <a class="el" href="fast__floor_8cpp-source.html">fast_floor.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a37" doxytag="NL3D::OptFastFloorBkupCW24"></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"> int NL3D::OptFastFloorBkupCW24
+ </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="fast__floor_8cpp-source.html#l00036">36</a> of file <a class="el" href="fast__floor_8cpp-source.html">fast_floor.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a34" doxytag="NL3D::OptFastFloorMagicConst"></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"> double NL3D::OptFastFloorMagicConst = pow(2,52) + pow(2,51)
+ </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="fast__floor_8cpp-source.html#l00033">33</a> of file <a class="el" href="fast__floor_8cpp-source.html">fast_floor.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a36" doxytag="NL3D::OptFastFloorMagicConst24"></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"> float NL3D::OptFastFloorMagicConst24 = (float)pow(2,23)
+ </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="fast__floor_8cpp-source.html#l00035">35</a> of file <a class="el" href="fast__floor_8cpp-source.html">fast_floor.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a172" doxytag="NL3D::ParticleSystemModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::ParticleSystemModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x3a9b1dc3, 0x49627ff0)
+ </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="particle__system__shape_8h-source.html#l00046">46</a> of file <a class="el" href="particle__system__shape_8h-source.html">particle_system_shape.h</a>.
+<p>
+Referenced by <a class="el" href="particle__system__model_8cpp-source.html#l00114">NL3D::CParticleSystemModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a299" doxytag="NL3D::PatchQuadBlockAllocatorBlockSize"></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="memory__common_8h.html#a15">uint</a> NL3D::PatchQuadBlockAllocatorBlockSize = 160
+ </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="visual__collision__manager_8cpp-source.html#l00041">41</a> of file <a class="el" href="visual__collision__manager_8cpp-source.html">visual_collision_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="visual__collision__manager_8cpp-source.html#l00045">NL3D::CVisualCollisionManager::CVisualCollisionManager</a>. </td>
+ </tr>
+</table>
+<a name="a179" doxytag="NL3D::PointLightModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::PointLightModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7e842eba, 0x140b6c69)
+ </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="point__light__model_8h-source.html#l00041">41</a> of file <a class="el" href="point__light__model_8h-source.html">point_light_model.h</a>.
+<p>
+Referenced by <a class="el" href="scene__user_8cpp-source.html#l00363">NL3D::CSceneUser::createPointLight</a>, and <a class="el" href="point__light__model_8cpp-source.html#l00038">NL3D::CPointLightModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a152" doxytag="NL3D::PPLightingDirectionnalNoSpecVPCodeBegin"></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 char* NL3D::PPLightingDirectionnalNoSpecVPCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral">#compute B = N ^ T \n\</font>
+<font class="stringliteral">MOV R6, v[2]; \n\</font>
+<font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+<font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+<font class="stringliteral">DP3 o[TEX0].x, v[9], -c[4]; # get x of light vector in tangent space \n\</font>
+<font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+<font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+<font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+<font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+<font class="stringliteral">MOV R5, v[0]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00293">293</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a153" doxytag="NL3D::PPLightingDirectionnalNoSpecVPNormalizeCodeBegin"></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 char* NL3D::PPLightingDirectionnalNoSpecVPNormalizeCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral">#normalize the normal \n\</font>
+<font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+<font class="stringliteral">RSQ R1, R1.x; \n\</font>
+<font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#normalize the second vector \n\</font>
+<font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+<font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+<font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+<font class="stringliteral">RSQ R2, R2.x; \n\</font>
+<font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+<font class="stringliteral">#compute B = N ^ T \n\</font>
+<font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+<font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+<font class="stringliteral">DP3 o[TEX0].x, R5, -c[4]; # get x of light vector in tangent space \n\</font>
+<font class="stringliteral">DP3 o[TEX0].y, R1, -c[4]; # get y \n\</font>
+<font class="stringliteral">DP3 o[TEX0].z, R6, -c[4]; # get z \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+<font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+<font class="stringliteral">MOV R5, v[0]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00310">310</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a150" doxytag="NL3D::PPLightingDirectionnalVPCodeBegin"></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 char* NL3D::PPLightingDirectionnalVPCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+We store the direction of the light rather than its position The direction must be normalized and expressed in model space.
+<p>
+
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00213">213</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a151" doxytag="NL3D::PPLightingDirectionnalVPNormalizeCodeBegin"></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 char* NL3D::PPLightingDirectionnalVPNormalizeCodeBegin<code> [static]</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="meshvp__per__pixel__light_8cpp-source.html#l00248">248</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a148" doxytag="NL3D::PPLightingNoSpecVPCodeBegin"></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 char* NL3D::PPLightingNoSpecVPCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral">#compute B = N ^ T \n\</font>
+<font class="stringliteral">MOV R6, v[2]; \n\</font>
+<font class="stringliteral">MUL R1, R6.yzxw, v[9].zxyw; \n\</font>
+<font class="stringliteral">MAD R1, v[9].yzxw, -R6.zxyw, R1; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+<font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+<font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+<font class="stringliteral">RSQ R3, R3.x; \n\</font>
+<font class="stringliteral">MUL R2, R3, R2; \n\</font>
+<font class="stringliteral">DP3 o[TEX0].x, v[9], R2; # get x of light vector in tangent space \n\</font>
+<font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+<font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+<font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+<font class="stringliteral">MOV R5, v[0]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00150">150</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a146" doxytag="NL3D::PPLightingVPCodeBegin"></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 char* NL3D::PPLightingVPCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+We store the first tangent vector of the tangent space in v[8].
+<p>
+The third vector can be computed using a cross product. We assume that normal and tangent are normalized. The position of light must be expressed in object space, and is stored in c[4]
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00065">65</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a154" doxytag="NL3D::PPLightingVPCodeEnd"></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 char* NL3D::PPLightingVPCodeEnd<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], v[0]; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], v[0]; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], v[0]; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], v[0]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[8]; \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00340">340</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a147" doxytag="NL3D::PPLightingVPNormalizeCodeBegin"></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 char* NL3D::PPLightingVPNormalizeCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The same as above, but for skin / MRM : This normalize the tangent basis.
+<p>
+
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00101">101</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a149" doxytag="NL3D::PPLightingVPNormalizeNoSpecCodeBegin"></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 char* NL3D::PPLightingVPNormalizeNoSpecCodeBegin<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral">#normalize the normal \n\</font>
+<font class="stringliteral">DP3 R1, v[2], v[2]; \n\</font>
+<font class="stringliteral">RSQ R1, R1.x; \n\</font>
+<font class="stringliteral">MUL R6, v[2], R1; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#normalize the second vector \n\</font>
+<font class="stringliteral">DP3 R1, R6, v[9]; \n\</font>
+<font class="stringliteral">MAD R1, R6, -R1, v[9]; #subtract the normal component \n\</font>
+<font class="stringliteral">DP3 R2, R1, R1; \n\</font>
+<font class="stringliteral">RSQ R2, R2.x; \n\</font>
+<font class="stringliteral">MUL R5, R1, R2; #second basis vector in R5 \n\</font>
+<font class="stringliteral">#compute B = N ^ T \n\</font>
+<font class="stringliteral">MUL R1, R6.yzxw, R5.zxyw; \n\</font>
+<font class="stringliteral">MAD R1, R5.yzxw, -R6.zxyw, R1; #third basis vector in R1 \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral">#vector in tangent space = [ T B N ] * L \n\</font>
+<font class="stringliteral">ADD R2, c[4], -v[0]; # compute L \n\</font>
+<font class="stringliteral">DP3 R3, R2, R2; # get L normalized \n\</font>
+<font class="stringliteral">RSQ R3, R3.x; \n\</font>
+<font class="stringliteral">MUL R2, R3, R2; \n\</font>
+<font class="stringliteral">DP3 o[TEX0].x, R5, R2; # get x of light vector in tangent space \n\</font>
+<font class="stringliteral">DP3 o[TEX0].y, R1, R2; # get y \n\</font>
+<font class="stringliteral">DP3 o[TEX0].z, R6, R2; # get z \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"># Normal is in R6 for additionnal lighting \n\</font>
+<font class="stringliteral"># Position in R5 for additionnal lighting \n\</font>
+<font class="stringliteral">MOV R5, v[0]; \n\</font>
+"</font></pre></div>Omni light with normalization and no specular.
+<p>
+
+<p>
+Definition at line <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00173">173</a> of file <a class="el" href="meshvp__per__pixel__light_8cpp-source.html">meshvp_per_pixel_light.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__per__pixel__light_8cpp-source.html#l00371">NL3D::CMeshVPPerPixelLight::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a81" doxytag="NL3D::ProfNMerges"></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#a14">sint</a> NL3D::ProfNMerges
+ </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="landscape__profile_8cpp-source.html#l00044">44</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="tessellation_8cpp-source.html#l01757">NL3D::CTessFace::merge</a>, and <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>. </td>
+ </tr>
+</table>
+<a name="a74" doxytag="NL3D::ProfNRdrFar0"></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#a14">sint</a> NL3D::ProfNRdrFar0 = 0
+ </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="landscape__profile_8cpp-source.html#l00037">37</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>, and <a class="el" href="patch__render_8cpp-source.html#l00526">NL3D::CPatch::renderFar0</a>. </td>
+ </tr>
+</table>
+<a name="a75" doxytag="NL3D::ProfNRdrFar1"></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#a14">sint</a> NL3D::ProfNRdrFar1 = 0
+ </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="landscape__profile_8cpp-source.html#l00038">38</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>, and <a class="el" href="patch__render_8cpp-source.html#l00577">NL3D::CPatch::renderFar1</a>. </td>
+ </tr>
+</table>
+<a name="a76" doxytag="NL3D::ProfNRdrTile"></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#a14">sint</a> NL3D::ProfNRdrTile
+ </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="landscape__profile_8cpp-source.html#l00039">39</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00945">NL3D::CLandscape::render</a>, <a class="el" href="patch__render_8cpp-source.html#l00628">NL3D::CTileMaterial::renderTile</a>, <a class="el" href="patch__render_8cpp-source.html#l00656">NL3D::CTileMaterial::renderTilePassLightmap</a>, and <a class="el" href="patch__render_8cpp-source.html#l00643">NL3D::CTileMaterial::renderTilePassRGB0</a>. </td>
+ </tr>
+</table>
+<a name="a78" doxytag="NL3D::ProfNRefineComputeFaces"></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#a14">sint</a> NL3D::ProfNRefineComputeFaces
+ </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="landscape__profile_8cpp-source.html#l00041">41</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, and <a class="el" href="tessellation_8cpp-source.html#l01778">NL3D::CTessFace::refineAll</a>. </td>
+ </tr>
+</table>
+<a name="a77" doxytag="NL3D::ProfNRefineFaces"></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#a14">sint</a> NL3D::ProfNRefineFaces
+ </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="landscape__profile_8cpp-source.html#l00040">40</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, <a class="el" href="tessellation_8cpp-source.html#l01778">NL3D::CTessFace::refineAll</a>, <a class="el" href="tessellation_8cpp-source.html#l02103">NL3D::CTessFace::updateRefineMerge</a>, and <a class="el" href="tessellation_8cpp-source.html#l01895">NL3D::CTessFace::updateRefineSplit</a>. </td>
+ </tr>
+</table>
+<a name="a82" doxytag="NL3D::ProfNRefineInTileTransition"></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#a14">sint</a> NL3D::ProfNRefineInTileTransition
+ </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="landscape__profile_8cpp-source.html#l00046">46</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, <a class="el" href="tessellation_8cpp-source.html#l02103">NL3D::CTessFace::updateRefineMerge</a>, and <a class="el" href="tessellation_8cpp-source.html#l01895">NL3D::CTessFace::updateRefineSplit</a>. </td>
+ </tr>
+</table>
+<a name="a79" doxytag="NL3D::ProfNRefineLeaves"></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#a14">sint</a> NL3D::ProfNRefineLeaves
+ </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="landscape__profile_8cpp-source.html#l00042">42</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, and <a class="el" href="tessellation_8cpp-source.html#l01778">NL3D::CTessFace::refineAll</a>. </td>
+ </tr>
+</table>
+<a name="a83" doxytag="NL3D::ProfNRefineWithLowDistance"></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#a14">sint</a> NL3D::ProfNRefineWithLowDistance
+ </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="landscape__profile_8cpp-source.html#l00047">47</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, and <a class="el" href="tessellation_8cpp-source.html#l01895">NL3D::CTessFace::updateRefineSplit</a>. </td>
+ </tr>
+</table>
+<a name="a80" doxytag="NL3D::ProfNSplits"></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#a14">sint</a> NL3D::ProfNSplits
+ </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="landscape__profile_8cpp-source.html#l00043">43</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>, and <a class="el" href="tessellation_8cpp-source.html#l01278">NL3D::CTessFace::split</a>. </td>
+ </tr>
+</table>
+<a name="a84" doxytag="NL3D::ProfNSplitsPass"></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#a14">sint</a> NL3D::ProfNSplitsPass
+ </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="landscape__profile_8cpp-source.html#l00048">48</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l00611">NL3D::CLandscape::refine</a>. </td>
+ </tr>
+</table>
+<a name="a73" doxytag="NL3D::ProfNTessFace"></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#a14">sint</a> NL3D::ProfNTessFace = 0
+ </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="landscape__profile_8cpp-source.html#l00036">36</a> of file <a class="el" href="landscape__profile_8cpp-source.html">landscape_profile.cpp</a>.
+<p>
+Referenced by <a class="el" href="tessellation_8cpp-source.html#l00161">NL3D::CTessFace::CTessFace</a>, and <a class="el" href="tessellation_8cpp-source.html#l00190">NL3D::CTessFace::~CTessFace</a>. </td>
+ </tr>
+</table>
+<a name="a187" doxytag="NL3D::PSBinOpBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::PSBinOpBufSize = 1024
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+The size of the buffer use for intermediate operations with a binary operator.
+<p>
+
+<p>
+Definition at line <a class="el" href="ps__attrib__maker__bin__op_8h-source.html#l00053">53</a> of file <a class="el" href="ps__attrib__maker__bin__op_8h-source.html">ps_attrib_maker_bin_op.h</a>.
+<p>
+Referenced by <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00273">NL3D::CPSAttribMakerBinOp::make</a>, <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00386">NL3D::CPSAttribMakerBinOp::make4</a>, <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00346">NL3D::CPSAttribMakerBinOp::make4Private</a>, <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00516">NL3D::CPSAttribMakerBinOp::makeN</a>, <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00476">NL3D::CPSAttribMakerBinOp::makeNPrivate</a>, and <a class="el" href="ps__attrib__maker__bin__op__inline_8h-source.html#l00232">NL3D::CPSAttribMakerBinOp::makePrivate</a>. </td>
+ </tr>
+</table>
+<a name="a221" doxytag="NL3D::PSCollideEpsilon"></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 float NL3D::PSCollideEpsilon = 10E-3f
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+This epsilon is in meter and give a thickness to surfaces for tests.
+<p>
+It must be above above 0 for the system to work correctly
+<p>
+Definition at line <a class="el" href="ps__zone_8h-source.html#l00042">42</a> of file <a class="el" href="ps__zone_8h-source.html">ps_zone.h</a>.
+<p>
+Referenced by <a class="el" href="ps__zone_8cpp-source.html#l01267">NL3D::CPSZoneRectangle::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00939">NL3D::CPSZoneCylinder::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00527">NL3D::CPSZoneDisc::performMotion</a>, <a class="el" href="ps__zone_8cpp-source.html#l00324">NL3D::CPSZoneSphere::performMotion</a>, and <a class="el" href="ps__zone_8cpp-source.html#l00211">NL3D::CPSZonePlane::performMotion</a>. </td>
+ </tr>
+</table>
+<a name="a164" doxytag="NL3D::PSDefaultMaxViewDist"></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 float NL3D::PSDefaultMaxViewDist = 300.f
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+the default max distance of view for particle systems.
+<p>
+
+<p>
+Definition at line <a class="el" href="particle__system_8cpp-source.html#l00061">61</a> of file <a class="el" href="particle__system_8cpp-source.html">particle_system.cpp</a>.
+<p>
+Referenced by <a class="el" href="particle__system_8cpp-source.html#l00066">NL3D::CParticleSystem::CParticleSystem</a>. </td>
+ </tr>
+</table>
+<a name="a204" doxytag="NL3D::PSEmitter"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSEmitter = 2
+ </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="ps__located_8h-source.html#l00770">770</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="particle__system__instance__user_8cpp-source.html#l00320">NL3D::CParticleSystemInstanceUser::activateEmitters</a>, <a class="el" href="ps__located_8cpp-source.html#l00690">NL3D::CPSLocated::deleteElement</a>, <a class="el" href="particle__system__instance__user_8cpp-source.html#l00190">NL3D::CParticleSystemInstanceUser::emit</a>, <a class="el" href="ps__emitter_8h-source.html#l00063">NL3D::CPSEmitter::getType</a>, and <a class="el" href="ps__located_8cpp-source.html#l00331">NL3D::CPSLocated::hasEmitters</a>. </td>
+ </tr>
+</table>
+<a name="a202" doxytag="NL3D::PSForce"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSForce = 0
+ </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="ps__located_8h-source.html#l00768">768</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__force_8h-source.html#l00059">NL3D::CPSForce::getType</a>. </td>
+ </tr>
+</table>
+<a name="a205" doxytag="NL3D::PSLight"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSLight = 3
+ </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="ps__located_8h-source.html#l00771">771</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>. </td>
+ </tr>
+</table>
+<a name="a203" doxytag="NL3D::PSParticle"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSParticle = 1
+ </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="ps__located_8h-source.html#l00769">769</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__particle__basic_8h-source.html#l00062">NL3D::CPSParticle::getType</a>, <a class="el" href="particle__system_8cpp-source.html#l00675">NL3D::CParticleSystem::hasOpaqueObjects</a>, <a class="el" href="ps__located_8cpp-source.html#l00321">NL3D::CPSLocated::hasParticles</a>, <a class="el" href="particle__system_8cpp-source.html#l00696">NL3D::CParticleSystem::hasTransparentObjects</a>, and <a class="el" href="ps__located_8cpp-source.html#l00296">NL3D::CPSLocated::notifyMaxNumFacesChanged</a>. </td>
+ </tr>
+</table>
+<a name="a207" doxytag="NL3D::PSSound"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSSound = 5
+ </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="ps__located_8h-source.html#l00773">773</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__sound_8cpp-source.html#l00097">NL3D::CPSSound::getType</a>, and <a class="el" href="particle__system_8cpp-source.html#l00115">NL3D::CParticleSystem::stopSound</a>. </td>
+ </tr>
+</table>
+<a name="a206" doxytag="NL3D::PSZone"></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="memory__common_8h.html#a11">uint32</a> NL3D::PSZone = 4
+ </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="ps__located_8h-source.html#l00772">772</a> of file <a class="el" href="ps__located_8h-source.html">ps_located.h</a>.
+<p>
+Referenced by <a class="el" href="ps__zone_8h-source.html#l00069">NL3D::CPSZone::getType</a>. </td>
+ </tr>
+</table>
+<a name="a157" doxytag="NL3D::QuadDepth"></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="memory__common_8h.html#a14">sint</a> NL3D::QuadDepth = 10<code> [static]</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="mini__col_8cpp-source.html#l00038">38</a> of file <a class="el" href="mini__col_8cpp-source.html">mini_col.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a224" doxytag="NL3D::QuadGridClipClusterId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::QuadGridClipClusterId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x31d517aa, 0x2c4357a0)
+ </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="quad__grid__clip__cluster_8h-source.html#l00041">41</a> of file <a class="el" href="quad__grid__clip__cluster_8h-source.html">quad_grid_clip_cluster.h</a>.
+<p>
+Referenced by <a class="el" href="quad__grid__clip__manager_8cpp-source.html#l00314">NL3D::CQuadGridClipManager::newCaseModels</a>, and <a class="el" href="quad__grid__clip__cluster_8cpp-source.html#l00039">NL3D::CQuadGridClipCluster::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a232" doxytag="NL3D::RenderTravId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::RenderTravId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x572456ee, 0x3db55f23)
+ </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="render__trav_8h-source.html#l00064">64</a> of file <a class="el" href="render__trav_8h-source.html">render_trav.h</a>.
+<p>
+Referenced by <a class="el" href="base__clip__obs_8cpp-source.html#l00067">NL3D::IBaseClipObs::init</a>, <a class="el" href="water__model_8cpp-source.html#l00059">NL3D::CWaterModel::registerBasic</a>, <a class="el" href="vegetable__blend__layer__model_8cpp-source.html#l00043">NL3D::CVegetableBlendLayerModel::registerBasic</a>, <a class="el" href="transform__shape_8cpp-source.html#l00048">NL3D::CTransformShape::registerBasic</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00055">NL3D::CSkeletonModel::registerBasic</a>, <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00114">NL3D::CParticleSystemModel::registerBasic</a>, <a class="el" href="landscape__model_8cpp-source.html#l00046">NL3D::CLandscapeModel::registerBasic</a>, and <a class="el" href="flare__model_8cpp-source.html#l00050">NL3D::CFlareModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a233" doxytag="NL3D::RootModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::RootModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x25f0505d, 0x75c69f9)
+ </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="root__model_8h-source.html#l00044">44</a> of file <a class="el" href="root__model_8h-source.html">root_model.h</a>.
+<p>
+Referenced by <a class="el" href="scene_8cpp-source.html#l00262">NL3D::CScene::initDefaultRoots</a>, and <a class="el" href="root__model_8cpp-source.html#l00035">NL3D::CRootModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a219" doxytag="NL3D::ShockWaveBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::ShockWaveBufSize = 128<code> [static]</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="ps__shockwave_8cpp-source.html#l00044">44</a> of file <a class="el" href="ps__shockwave_8cpp-source.html">ps_shockwave.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__shockwave_8cpp-source.html#l00069">NL3D::CPSShockWaveHelper::drawShockWave</a>, and <a class="el" href="ps__shockwave_8cpp-source.html#l00361">NL3D::CPSShockWave::updateVbColNUVForRender</a>. </td>
+ </tr>
+</table>
+<a name="a236" doxytag="NL3D::SkeletonModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::SkeletonModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x7d4703b4, 0x43ad6ab1)
+ </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="skeleton__model_8h-source.html#l00051">51</a> of file <a class="el" href="skeleton__model_8h-source.html">skeleton_model.h</a>.
+<p>
+Referenced by <a class="el" href="skeleton__model_8cpp-source.html#l00055">NL3D::CSkeletonModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a237" doxytag="NL3D::SkipModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::SkipModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x143f5849, 0x2847496e)
+ </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="skip__model_8h-source.html#l00044">44</a> of file <a class="el" href="skip__model_8h-source.html">skip_model.h</a>.
+<p>
+Referenced by <a class="el" href="scene_8cpp-source.html#l00262">NL3D::CScene::initDefaultRoots</a>, and <a class="el" href="skip__model_8cpp-source.html#l00037">NL3D::CSkipModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a220" doxytag="NL3D::SoundBufSize"></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="memory__common_8h.html#a15">uint</a> NL3D::SoundBufSize = 1024<code> [static]</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="ps__sound_8cpp-source.html#l00039">39</a> of file <a class="el" href="ps__sound_8cpp-source.html">ps_sound.cpp</a>.
+<p>
+Referenced by <a class="el" href="ps__sound_8cpp-source.html#l00102">NL3D::CPSSound::step</a>. </td>
+ </tr>
+</table>
+<a name="a67" doxytag="NL3D::TextureNearSize"></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="memory__common_8h.html#a14">sint</a> NL3D::TextureNearSize = 512
+ </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="landscape_8h-source.html#l00078">78</a> of file <a class="el" href="landscape_8h-source.html">landscape.h</a>.
+<p>
+Referenced by <a class="el" href="landscape_8cpp-source.html#l01917">NL3D::CLandscape::getTileLightMap</a>, and <a class="el" href="landscape_8cpp-source.html#l01975">NL3D::CLandscape::getTileLightMapUvInfo</a>. </td>
+ </tr>
+</table>
+<a name="a248" doxytag="NL3D::TextureSizeX"></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 int NL3D::TextureSizeX = 1024
+ </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="texture__font_8cpp-source.html#l00044">44</a> of file <a class="el" href="texture__font_8cpp-source.html">texture_font.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__font_8cpp-source.html#l00088">NL3D::CTextureFont::CTextureFont</a>, <a class="el" href="texture__font_8cpp-source.html#l00234">NL3D::CTextureFont::doGenerate</a>, <a class="el" href="texture__font_8cpp-source.html#l00154">NL3D::CTextureFont::dumpTextureFont</a>, <a class="el" href="texture__font_8cpp-source.html#l00294">NL3D::CTextureFont::getLetterInfo</a>, and <a class="el" href="texture__font_8cpp-source.html#l00175">NL3D::CTextureFont::rebuildLetter</a>. </td>
+ </tr>
+</table>
+<a name="a249" doxytag="NL3D::TextureSizeY"></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 int NL3D::TextureSizeY = 1024
+ </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="texture__font_8cpp-source.html#l00045">45</a> of file <a class="el" href="texture__font_8cpp-source.html">texture_font.cpp</a>.
+<p>
+Referenced by <a class="el" href="texture__font_8cpp-source.html#l00088">NL3D::CTextureFont::CTextureFont</a>, <a class="el" href="texture__font_8cpp-source.html#l00154">NL3D::CTextureFont::dumpTextureFont</a>, and <a class="el" href="texture__font_8cpp-source.html#l00175">NL3D::CTextureFont::rebuildLetter</a>. </td>
+ </tr>
+</table>
+<a name="a298" doxytag="NL3D::TileDescNodeAllocatorBlockSize"></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="memory__common_8h.html#a15">uint</a> NL3D::TileDescNodeAllocatorBlockSize = 40000
+ </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="visual__collision__manager_8cpp-source.html#l00040">40</a> of file <a class="el" href="visual__collision__manager_8cpp-source.html">visual_collision_manager.cpp</a>.
+<p>
+Referenced by <a class="el" href="visual__collision__manager_8cpp-source.html#l00045">NL3D::CVisualCollisionManager::CVisualCollisionManager</a>. </td>
+ </tr>
+</table>
+<a name="a243" doxytag="NL3D::TileSize"></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 float NL3D::TileSize = 128
+ </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="tessellation_8cpp-source.html#l00059">59</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a238" doxytag="NL3D::TileUvFmtNormal1"></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="memory__common_8h.html#a7">uint8</a> NL3D::TileUvFmtNormal1 = 0
+ </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="tessellation_8cpp-source.html#l00050">50</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a239" doxytag="NL3D::TileUvFmtNormal2"></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="memory__common_8h.html#a7">uint8</a> NL3D::TileUvFmtNormal2 = 1
+ </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="tessellation_8cpp-source.html#l00051">51</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a240" doxytag="NL3D::TileUvFmtNormal3"></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="memory__common_8h.html#a7">uint8</a> NL3D::TileUvFmtNormal3 = 2
+ </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="tessellation_8cpp-source.html#l00052">52</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a241" doxytag="NL3D::TileUvFmtNormal4"></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="memory__common_8h.html#a7">uint8</a> NL3D::TileUvFmtNormal4 = 3
+ </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="tessellation_8cpp-source.html#l00053">53</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a242" doxytag="NL3D::TileUvFmtNormal5"></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="memory__common_8h.html#a7">uint8</a> NL3D::TileUvFmtNormal5 = 4
+ </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="tessellation_8cpp-source.html#l00054">54</a> of file <a class="el" href="tessellation_8cpp-source.html">tessellation.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a276" doxytag="NL3D::TransformId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::TransformId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x174750cb, 0xf952024)
+ </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="transform_8h-source.html#l00075">75</a> of file <a class="el" href="transform_8h-source.html">transform.h</a>.
+<p>
+Referenced by <a class="el" href="scene__group_8cpp-source.html#l00451">NL3D::CInstanceGroup::createRoot</a>, <a class="el" href="scene__user_8cpp-source.html#l00779">NL3D::CSceneUser::createTransform</a>, <a class="el" href="scene_8cpp-source.html#l00262">NL3D::CScene::initDefaultRoots</a>, <a class="el" href="vegetable__blend__layer__model_8cpp-source.html#l00043">NL3D::CVegetableBlendLayerModel::registerBasic</a>, <a class="el" href="transform__shape_8cpp-source.html#l00048">NL3D::CTransformShape::registerBasic</a>, <a class="el" href="transform_8cpp-source.html#l00044">NL3D::CTransform::registerBasic</a>, <a class="el" href="point__light__model_8cpp-source.html#l00038">NL3D::CPointLightModel::registerBasic</a>, <a class="el" href="landscape__model_8cpp-source.html#l00046">NL3D::CLandscapeModel::registerBasic</a>, <a class="el" href="coarse__mesh__manager_8cpp-source.html#l00045">NL3D::CCoarseMeshManager::registerBasic</a>, and <a class="el" href="camera_8cpp-source.html#l00036">NL3D::CCamera::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a277" doxytag="NL3D::TransformShapeId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::TransformShapeId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x1e6115e6, 0x63502517)
+ </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="transform__shape_8h-source.html#l00055">55</a> of file <a class="el" href="transform__shape_8h-source.html">transform_shape.h</a>.
+<p>
+Referenced by <a class="el" href="water__model_8cpp-source.html#l01043">NL3D::CWaveMakerModel::registerBasic</a>, <a class="el" href="water__model_8cpp-source.html#l00059">NL3D::CWaterModel::registerBasic</a>, <a class="el" href="transform__shape_8cpp-source.html#l00048">NL3D::CTransformShape::registerBasic</a>, <a class="el" href="skeleton__model_8cpp-source.html#l00055">NL3D::CSkeletonModel::registerBasic</a>, <a class="el" href="seg__remanence_8cpp-source.html#l00127">NL3D::CSegRemanence::registerBasic</a>, <a class="el" href="particle__system__model_8cpp-source.html#l00114">NL3D::CParticleSystemModel::registerBasic</a>, <a class="el" href="mesh__base__instance_8cpp-source.html#l00070">NL3D::CMeshBaseInstance::registerBasic</a>, and <a class="el" href="flare__model_8cpp-source.html#l00050">NL3D::CFlareModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a252" doxytag="NL3D::ttoto0"></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_1CTrackKeyFramerTCBFloat.html">CTrackKeyFramerTCBFloat</a> NL3D::ttoto0
+ </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="track__keyframer_8cpp-source.html#l00053">53</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a253" doxytag="NL3D::ttoto1"></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_1CTrackKeyFramerTCBVector.html">CTrackKeyFramerTCBVector</a> NL3D::ttoto1
+ </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="track__keyframer_8cpp-source.html#l00054">54</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a254" doxytag="NL3D::ttoto2"></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_1CTrackKeyFramerTCBQuat.html">CTrackKeyFramerTCBQuat</a> NL3D::ttoto2
+ </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="track__keyframer_8cpp-source.html#l00055">55</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a255" doxytag="NL3D::ttoto3"></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_1CTrackKeyFramerTCBInt.html">CTrackKeyFramerTCBInt</a> NL3D::ttoto3
+ </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="track__keyframer_8cpp-source.html#l00056">56</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a257" doxytag="NL3D::ttoto4"></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_1CTrackKeyFramerBezierFloat.html">CTrackKeyFramerBezierFloat</a> NL3D::ttoto4
+ </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="track__keyframer_8cpp-source.html#l00060">60</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a258" doxytag="NL3D::ttoto5"></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_1CTrackKeyFramerBezierVector.html">CTrackKeyFramerBezierVector</a> NL3D::ttoto5
+ </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="track__keyframer_8cpp-source.html#l00061">61</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a259" doxytag="NL3D::ttoto6"></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_1CTrackKeyFramerBezierQuat.html">CTrackKeyFramerBezierQuat</a> NL3D::ttoto6
+ </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="track__keyframer_8cpp-source.html#l00062">62</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a260" doxytag="NL3D::ttoto7"></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_1CTrackKeyFramerBezierInt.html">CTrackKeyFramerBezierInt</a> NL3D::ttoto7
+ </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="track__keyframer_8cpp-source.html#l00063">63</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a256" doxytag="NL3D::ttoto8"></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_1CTrackKeyFramerTCBRGBA.html">CTrackKeyFramerTCBRGBA</a> NL3D::ttoto8
+ </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="track__keyframer_8cpp-source.html#l00057">57</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a261" doxytag="NL3D::ttoto9"></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_1CTrackKeyFramerBezierRGBA.html">CTrackKeyFramerBezierRGBA</a> NL3D::ttoto9
+ </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="track__keyframer_8cpp-source.html#l00064">64</a> of file <a class="el" href="track__keyframer_8cpp-source.html">track_keyframer.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a278" doxytag="NL3D::VegetableBlendLayerModelId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::VegetableBlendLayerModelId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x77375163, 0x2fca1003)
+ </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="vegetable__blend__layer__model_8h-source.html#l00045">45</a> of file <a class="el" href="vegetable__blend__layer__model_8h-source.html">vegetable_blend_layer_model.h</a>.
+<p>
+Referenced by <a class="el" href="vegetable__manager_8cpp-source.html#l00156">NL3D::CVegetableManager::createVegetableBlendLayersModels</a>, and <a class="el" href="vegetable__blend__layer__model_8cpp-source.html#l00043">NL3D::CVegetableBlendLayerModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a145" doxytag="NL3D::VPLightConstantStart"></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="memory__common_8h.html#a15">uint</a> NL3D::VPLightConstantStart = 24<code> [static]</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="meshvp__wind__tree_8cpp-source.html#l00047">47</a> of file <a class="el" href="meshvp__wind__tree_8cpp-source.html">meshvp_wind_tree.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00143">NL3D::CMeshVPWindTree::initInstance</a>, and <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00342">NL3D::CMeshVPWindTree::setupLighting</a>. </td>
+ </tr>
+</table>
+<a name="a309" doxytag="NL3D::WATER_VB_DX"></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_1CVertexBuffer.html#s51">CVertexBuffer::TValue</a> NL3D::WATER_VB_DX = CVertexBuffer::TexCoord0
+ </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="water__shape_8h-source.html#l00054">54</a> of file <a class="el" href="water__shape_8h-source.html">water_shape.h</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00271">NL3D::CWaterShape::setupVertexBuffer</a>. </td>
+ </tr>
+</table>
+<a name="a308" doxytag="NL3D::WATER_VB_POS"></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_1CVertexBuffer.html#s51">CVertexBuffer::TValue</a> NL3D::WATER_VB_POS = CVertexBuffer::Position
+ </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="water__shape_8h-source.html#l00053">53</a> of file <a class="el" href="water__shape_8h-source.html">water_shape.h</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00271">NL3D::CWaterShape::setupVertexBuffer</a>. </td>
+ </tr>
+</table>
+<a name="a310" doxytag="NL3D::WaterModelClassId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::WaterModelClassId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x41a0732e, 0x6c664506)
+ </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="water__shape_8h-source.html#l00059">59</a> of file <a class="el" href="water__shape_8h-source.html">water_shape.h</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00324">NL3D::CWaterShape::createInstance</a>, and <a class="el" href="water__model_8cpp-source.html#l00059">NL3D::CWaterModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a303" doxytag="NL3D::WaterVpBump1LayersCode"></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 char* NL3D::WaterVpBump1LayersCode
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">"MUL R3, v[0], c[12]; #compute bump 1 uv's \n\</font>
+<font class="stringliteral"> ADD o[TEX0].xy, R3, c[11]; \n\</font>
+<font class="stringliteral"> DP3 R2.x, R1, R0; \n\</font>
+<font class="stringliteral"> MUL R0, R0, R2.x; \n\</font>
+<font class="stringliteral"> ADD R2, R0, R0; \n\</font>
+<font class="stringliteral"> ADD R0, R2, -R1; #compute reflection vector \n\</font>
+<font class="stringliteral"> MAD o[TEX1].xy, R0, c[8], c[8]; \n\</font>
+ "</font></pre></div>Version with one bump map only (Texture shaders support chaining of offset textures, EMBM does not).
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00127">127</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a302" doxytag="NL3D::WaterVpBump2LayersCode"></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 char* NL3D::WaterVpBump2LayersCode
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">"MUL R3, v[0], c[10]; #compute bump 0 uv's \n\</font>
+<font class="stringliteral"> ADD o[TEX0].xy, R3, c[9]; \n\</font>
+<font class="stringliteral"> MUL R3, v[0], c[12]; #compute bump 1 uv's \n\</font>
+<font class="stringliteral"> ADD o[TEX1].xy, R3, c[11]; \n\</font>
+<font class="stringliteral"> DP3 R2.x, R1, R0; \n\</font>
+<font class="stringliteral"> MUL R0, R0, R2.x; \n\</font>
+<font class="stringliteral"> ADD R2, R0, R0; \n\</font>
+<font class="stringliteral"> ADD R0, R2, -R1; #compute reflection vector \n\</font>
+<font class="stringliteral"> MAD o[TEX2].xy, R0, c[8], c[8]; \n\</font>
+ "</font></pre></div>This part of vertex program compute 2 layers of bump (for use with texture shaders).
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00114">114</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a306" doxytag="NL3D::WaterVpDiffuseMapStage1Code"></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 char* NL3D::WaterVpDiffuseMapStage1Code
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">"DP4 o[TEX1].x, R4, c[13]; #compute uv for diffuse texture \n\</font>
+<font class="stringliteral"> DP4 o[TEX1].y, R4, c[14]; \n\</font>
+ "</font></pre></div>Optionnal diffuse texture in stage 1.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00150">150</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a305" doxytag="NL3D::WaterVpDiffuseMapStage2Code"></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 char* NL3D::WaterVpDiffuseMapStage2Code
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">"DP4 o[TEX2].x, R4, c[13]; #compute uv for diffuse texture \n\</font>
+<font class="stringliteral"> DP4 o[TEX2].y, R4, c[14]; \n\</font>
+ "</font></pre></div>Optionnal diffuse texture in stage 2.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00144">144</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a304" doxytag="NL3D::WaterVpDiffuseMapStage3Code"></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 char* NL3D::WaterVpDiffuseMapStage3Code
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">"DP4 o[TEX3].x, R4, c[13]; #compute uv for diffuse texture \n\</font>
+<font class="stringliteral"> DP4 o[TEX3].y, R4, c[14]; \n\</font>
+ "</font></pre></div>Optionnal diffuse texture in stage 3.
+<p>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00138">138</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a307" doxytag="NL3D::WaterVpNoBumpCode"></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 char* NL3D::WaterVpNoBumpCode
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre> <font class="stringliteral">" DP3 R2.x, R1, R0; #project view vector on normal for symetry \n\</font>
+<font class="stringliteral"> MUL R0, R0, R2.x; \n\</font>
+<font class="stringliteral"> ADD R2, R0, R0; \n\</font>
+<font class="stringliteral"> ADD R0, R2, -R1; #compute reflection vector \n\</font>
+<font class="stringliteral"> MAD o[TEX0].xy, R0, c[8], c[8]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[2], -R4; #setup fog \n\</font>
+ "</font></pre></div>
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00157">157</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a301" doxytag="NL3D::WaterVPStartCode"></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 char* NL3D::WaterVPStartCode
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0\n\</font>
+<font class="stringliteral"> ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\</font>
+<font class="stringliteral"> DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\</font>
+<font class="stringliteral"> MAX R2, R2, c[16]; # avoid imprecision around 0 \n\</font>
+<font class="stringliteral"> RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\</font>
+<font class="stringliteral"> RCP R3, R2.x; \n\</font>
+<font class="stringliteral"> MAD R3, c[6].xxxx, -R3, c[6].yyyy; \n\</font>
+<font class="stringliteral"> MAX R3, c[5], R3; \n\</font>
+<font class="stringliteral"> MUL R0, R3, v[8]; #attenuate normal with distance \n\</font>
+<font class="stringliteral"> MUL R4.z, R3, v[0]; #attenuate height with distance \n\</font>
+<font class="stringliteral"> MOV R4.xyw, v[0]; \n\</font>
+<font class="stringliteral"> MOV R0.z, c[4].x; #set normal z to 1 \n\</font>
+<font class="stringliteral"> DP3 R3.x, R0, R0; \n\</font>
+<font class="stringliteral"> RSQ R3.x, R3.x; #normalize normal in R3 \n\</font>
+<font class="stringliteral"> MUL R0, R0, R3.x; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R4; #transform vertex in view space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R4; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R4; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R4; \n\</font>
+<font class="stringliteral"> MUL R1, R1, R2.x; #normalize r1, r1 = (eye - vertex).normed \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[2], R4; #setup fog \n\</font>
+"</font></pre></div>The first part of the program does the following : Compute linear distance to eye Attenuate height with distance Attenuate normal with distance (e.g at max distance, the normal is (0, 0, 1) Transform vertex pos into view space compute fog coordinate At the end of the program we got : R1 = (eye - vertex).normed() R0 = Attenuated normal at vertex R4 = position of point with attenuated height.
+<p>
+<ul>
+<li>* - * - * - * - </ul>
+
+<p>
+Definition at line <a class="el" href="water__shape_8cpp-source.html#l00061">61</a> of file <a class="el" href="water__shape_8cpp-source.html">water_shape.cpp</a>. </td>
+ </tr>
+</table>
+<a name="a311" doxytag="NL3D::WaveMakerModelClassId"></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="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a> NL3D::WaveMakerModelClassId = <a class="el" href="classNLMISC_1_1CClassId.html">NLMISC::CClassId</a>(0x16da3356, 0x7dec65fd)
+ </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="water__shape_8h-source.html#l00062">62</a> of file <a class="el" href="water__shape_8h-source.html">water_shape.h</a>.
+<p>
+Referenced by <a class="el" href="water__shape_8cpp-source.html#l00670">NL3D::CWaveMakerShape::createInstance</a>, and <a class="el" href="water__model_8cpp-source.html#l01043">NL3D::CWaveMakerModel::registerBasic</a>. </td>
+ </tr>
+</table>
+<a name="a156" doxytag="NL3D::WindTreeVPCodeEnd"></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 char* NL3D::WindTreeVPCodeEnd<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">" # compute in Projection space \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].x, c[0], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].y, c[1], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].z, c[2], R5; \n\</font>
+<font class="stringliteral"> DP4 o[HPOS].w, c[3], R5; \n\</font>
+<font class="stringliteral"> MOV o[TEX0].xy, v[8]; \n\</font>
+<font class="stringliteral"> MOV o[TEX1].xy, v[9]; \n\</font>
+<font class="stringliteral"> DP4 o[FOGC].x, c[6], -R5; # fogc&gt;0 =&gt; fogc= - (ModelView*R1).z \n\</font>
+<font class="stringliteral"> END \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00078">78</a> of file <a class="el" href="meshvp__wind__tree_8cpp-source.html">meshvp_wind_tree.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00143">NL3D::CMeshVPWindTree::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a155" doxytag="NL3D::WindTreeVPCodeWave"></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 char* NL3D::WindTreeVPCodeWave<code> [static]</code>
+ </table>
+ </td>
+ </tr>
+</table>
+<table cellspacing=5 cellpadding=0 border=0>
+ <tr>
+ <td>
+ &nbsp;
+ </td>
+ <td>
+
+<p>
+<b>Initial value:</b><div class="fragment"><pre>
+<font class="stringliteral">"!!VP1.0 \n\</font>
+<font class="stringliteral"> # extract from color.R the 3 factors into R0.xyz \n\</font>
+<font class="stringliteral"> MAD R0, v[3].x, c[9].x, c[9].yzww; # col.R*3 \n\</font>
+<font class="stringliteral"> MIN R0, R0, c[8].yyyy; # clamp each to 0,1 \n\</font>
+<font class="stringliteral"> MAX R0, R0, c[8].xxxx; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Add influence of Bone Level1 \n\</font>
+<font class="stringliteral"> MAD R5, c[15], R0.x, v[0]; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Sample LevelPhase into R7.yz: 0 to 3. \n\</font>
+<font class="stringliteral"> MUL R7, v[3].xyzw, c[10].x; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Add influence of Bone Level2 \n\</font>
+<font class="stringliteral"> ARL A0.x, R7.y; \n\</font>
+<font class="stringliteral"> MAD R5, c[A0.x+16], R0.y, R5; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Add influence of Bone Level3 \n\</font>
+<font class="stringliteral"> ARL A0.x, R7.z; \n\</font>
+<font class="stringliteral"> MAD R5, c[A0.x+20], R0.z, R5; \n\</font>
+<font class="stringliteral"> \n\</font>
+<font class="stringliteral"> # Get normal in R6 for lighting. \n\</font>
+<font class="stringliteral"> MOV R6, v[2]; \n\</font>
+"</font></pre></div>
+<p>
+Definition at line <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00053">53</a> of file <a class="el" href="meshvp__wind__tree_8cpp-source.html">meshvp_wind_tree.cpp</a>.
+<p>
+Referenced by <a class="el" href="meshvp__wind__tree_8cpp-source.html#l00143">NL3D::CMeshVPWindTree::initInstance</a>. </td>
+ </tr>
+</table>
+<a name="a216" doxytag="NL3D::ZEpsilon"></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 float NL3D::ZEpsilon = 10E-3f
+ </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="ps__ribbon__look__at_8cpp-source.html#l00040">40</a> of file <a class="el" href="ps__ribbon__look__at_8cpp-source.html">ps_ribbon_look_at.cpp</a>. </td>
+ </tr>
+</table>
+
+
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