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NL3D::CLandscape Member List

This is the complete list of members for NL3D::CLandscape, including all inherited members.
_AutomaticLightDirNL3D::CLandscape [private]
_AutomaticLightingNL3D::CLandscape [private]
_DLMGlobalVegetableColorNL3D::CLandscape [private]
_DLMMaxAttEndNL3D::CLandscape [private]
_DriverNL3D::CLandscape [private]
_DriverOkForVegetableNL3D::CLandscape [private]
_FaceVectorManagerNL3D::CLandscape [private]
_Far0VBNL3D::CLandscape [private]
_Far1VBNL3D::CLandscape [private]
_FarInitializedNL3D::CLandscape [private]
_FarRdrPassSetNL3D::CLandscape [private]
_FarRdrPassSetVectorFreeNL3D::CLandscape [private]
_FarTransitionNL3D::CLandscape [private]
_HeightFieldNL3D::CLandscape [private]
_LightGroupColorMapNL3D::CLandscape [private]
_LightValueNL3D::CLandscape [private]
_MergePriorityListNL3D::CLandscape [private]
_NFreeLightMapsNL3D::CLandscape [private]
_NoiseEnabledNL3D::CLandscape [private]
_OldRefineCenterNL3D::CLandscape [private]
_OldRefineCenterSetupedNL3D::CLandscape [private]
_PatchDLMContextListNL3D::CLandscape [private]
_PatchQuadGridNL3D::CLandscape [private]
_PatchQuadGridEltSizeNL3D::CLandscape [private, static]
_PatchQuadGridSizeNL3D::CLandscape [private, static]
_PointLightDiffuseMaterialNL3D::CLandscape [private]
_PZBModelPositionNL3D::CLandscape [private]
_RefineModeNL3D::CLandscape [private]
_RenderMustRefillVBNL3D::CLandscape [private]
_RootNewLeavesNL3D::CLandscape [private]
_SplitPriorityListNL3D::CLandscape [private]
_TessBlockModificationRootNL3D::CLandscape [private]
_TextureDLMNL3D::CLandscape [private]
_TextureNearsNL3D::CLandscape [private]
_ThresholdNL3D::CLandscape [private]
_TileDistNearNL3D::CLandscape [private]
_TileMaxSubdivisionNL3D::CLandscape [private]
_TileVBNL3D::CLandscape [private]
_ULFarCurrentPatchIdNL3D::CLandscape [private]
_ULFarPixelsToUpdateNL3D::CLandscape [private]
_ULFrequencyNL3D::CLandscape [private]
_ULNearCurrentTessBlockIdNL3D::CLandscape [private]
_ULNearPixelsToUpdateNL3D::CLandscape [private]
_ULPrecTimeNL3D::CLandscape [private]
_ULPrecTimeInitNL3D::CLandscape [private]
_ULRootNearPatchNL3D::CLandscape [private]
_ULRootTextureFarNL3D::CLandscape [private]
_ULTimeNL3D::CLandscape [private]
_ULTotalFarPixelsNL3D::CLandscape [private]
_ULTotalNearPixelsNL3D::CLandscape [private]
_VegetableBlockListNL3D::CLandscape [private]
_VegetableManagerNL3D::CLandscape [private]
_VegetableManagerEnabledNL3D::CLandscape [private]
_VertexShaderOkNL3D::CLandscape [private]
_VPThresholdChangeNL3D::CLandscape [private]
addPatch()NL3D::CLandscape [private]
addPatchBlocksInBBox(const CPatchIdentEx &paIdEx, const CAABBox &bbox, std::vector< CPatchBlockIdent > &paBlockIds)NL3D::CLandscape [private]
addTrianglesInBBox(const CPatchIdentEx &paIdEx, const CAABBox &bbox, std::vector< CTrianglePatch > &triangles, uint8 tileTessLevel) constNL3D::CLandscape [private]
addZone(const CZone &newZone)NL3D::CLandscape
appendTileLightInfluences(const CPatchIdent &patchId, const CUV &uv, std::vector< CPointLightInfluence > &pointLightList) constNL3D::CLandscape
averageTesselationVertices()NL3D::CLandscape
buildCollideFaces(const CAABBoxExt &bbox, std::vector< CTriangle > &faces, bool faceSplit)NL3D::CLandscape
buildCollideFaces(sint zoneId, sint patch, std::vector< CTriangle > &faces)NL3D::CLandscape
buildPatchBlocksInBBox(const CAABBox &bbox, std::vector< CPatchBlockIdent > &paBlockIds)NL3D::CLandscape
buildTrianglesInBBox(const CAABBox &bbox, std::vector< CTrianglePatch > &triangles, uint8 tileTessLevel)NL3D::CLandscape
buildZoneName(sint zoneId, std::string &zoneName)NL3D::CLandscape [static]
checkBinds()NL3D::CLandscape
checkBinds(uint16 zoneId)NL3D::CLandscape
checkZoneBinds(CZone &curZone, EBadBind &bindError)NL3D::CLandscape [private]
CLandscape()NL3D::CLandscape
clear()NL3D::CLandscape
clip(const CVector &refineCenter, const std::vector< CPlane > &pyramid)NL3D::CLandscape
computeDynamicLighting(const std::vector< CPointLight * > &pls)NL3D::CLandscape
CPatch classNL3D::CLandscape [friend]
CPtrInfoNLMISC::CRefCount [friend]
createVegetableBlendLayersModels(CScene *scene)NL3D::CLandscape
CRefCount()NLMISC::CRefCount [inline]
CRefCount(const CRefCount &)NLMISC::CRefCount [inline]
crefsNLMISC::CRefCount
CTessFace classNL3D::CLandscape [friend]
CZone classNL3D::CLandscape [friend]
deleteTessFace(CTessFace *f)NL3D::CLandscape [private]
deleteTessFarVertex(CTessFarVertex *v)NL3D::CLandscape [private]
deleteTessNearVertex(CTessNearVertex *v)NL3D::CLandscape [private]
deleteTessVertex(CTessVertex *v)NL3D::CLandscape [private]
deleteTileFace(CTileFace *tf)NL3D::CLandscape [private]
deleteTileMaterial(CTileMaterial *tm)NL3D::CLandscape [private]
enableAutomaticLighting(bool enable)NL3D::CLandscape
enableVegetable(bool enable)NL3D::CLandscape
eraseFarRenderPassFromSet(CPatchRdrPass *pass)NL3D::CLandscape [private]
eraseTileFarIfNotGood(uint tileNumber, uint sizeOrder0, uint sizeOrder1, uint sizeOrder2)NL3D::CLandscape [private]
excludePatchFromRefineAll(sint zoneId, uint patch, bool exclude)NL3D::CLandscape
FarMaterialNL3D::CLandscape [private]
fillPatchQuadBlock(CPatchQuadBlock &quadBlock) constNL3D::CLandscape
findTileRdrPass(const CPatchRdrPass &pass)NL3D::CLandscape [private]
findTileTexture(const std::string &textName)NL3D::CLandscape [private]
flushTiles(IDriver *drv, uint16 tileStart, uint16 nbTiles)NL3D::CLandscape
forceMergeAtTileLevel()NL3D::CLandscape [private]
freeFarRenderPass(CPatch *pPatch, CPatchRdrPass *pass, uint farIndex)NL3D::CLandscape [private]
getAutomaticLightDir() constNL3D::CLandscape [inline]
getAutomaticLighting() constNL3D::CLandscape [inline]
getDLMGlobalVegetableColor() constNL3D::CLandscape [inline]
getDynamicLightingMaxAttEnd() constNL3D::CLandscape [inline]
getDynamicLightingMemoryLoad() constNL3D::CLandscape
getFarRenderPass(CPatch *pPatch, uint farIndex, float &far1UScale, float &far1VScale, float &far1UBias, float &far1VBias, bool &bRot)NL3D::CLandscape [private]
getHeightFieldDeltaZ(float x, float y) constNL3D::CLandscape
getLumel(const CPatchIdent &patchId, const CUV &uv) constNL3D::CLandscape
getNoiseMode() constNL3D::CLandscape
getNumVegetableFaceRendered() constNL3D::CLandscape
getPatchDLMContextList() constNL3D::CLandscape [inline, private]
getPointLightDiffuseMaterial() constNL3D::CLandscape [inline]
getPZBModelPosition() constNL3D::CLandscape [inline]
getRdrPassIndexWithSize(uint width, uint height)NL3D::CLandscape [private, static]
getRefineMode() constNL3D::CLandscape [inline]
getStaticLight() constNL3D::CLandscape [inline]
getTesselatedPos(const CPatchIdent &patchId, const CUV &uv) constNL3D::CLandscape
getTessellationLeaves(std::vector< const CTessFace * > &leaves) constNL3D::CLandscape
getTextureDLM() constNL3D::CLandscape [inline, private]
getThreshold() constNL3D::CLandscape [inline]
getTileElement(const CPatchIdent &patchId, const CUV &uv)NL3D::CLandscape
getTileLightMap(CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE], CPatchRdrPass *&lightmapRdrPass)NL3D::CLandscape [private]
getTileLightMapUvInfo(uint tileLightMapId, CVector &uvScaleBias)NL3D::CLandscape [private]
getTileMaxSubdivision()NL3D::CLandscape
getTileNear() constNL3D::CLandscape [inline]
getTileRenderPass(uint16 tileId, bool additiveRdrPass)NL3D::CLandscape [private]
getTileTexture(uint16 tileId, CTile::TBitmap bitmapType, CVector &uvScaleBias)NL3D::CLandscape
getTileUvScaleBiasRot(uint16 tileId, CTile::TBitmap bitmapType, CVector &uvScaleBias, uint8 &rotAlpha)NL3D::CLandscape [private]
getTileVegetableDesc(uint16 tileId)NL3D::CLandscape [private]
getZone(sint zoneId)NL3D::CLandscape
getZone(sint zoneId) constNL3D::CLandscape
getZoneList(std::vector< uint16 > &zoneIds) constNL3D::CLandscape
init()NL3D::CLandscape
initTileBanks()NL3D::CLandscape
isVegetableActive() constNL3D::CLandscape
ItLightGroupColorMap typedefNL3D::CLandscape [private]
ItSPRenderPassSet typedefNL3D::CLandscape [private]
ItTileRdrPassSet typedefNL3D::CLandscape [private]
ItTileTextureMap typedefNL3D::CLandscape [private]
linkPatchToNearUL(CPatch *patch)NL3D::CLandscape [private]
loadTile(uint16 tileId)NL3D::CLandscape [private]
loadVegetableTexture(const std::string &textureFileName)NL3D::CLandscape
lockBuffers()NL3D::CLandscape [private]
newTessFace()NL3D::CLandscape [private]
newTessFarVertex()NL3D::CLandscape [private]
newTessNearVertex()NL3D::CLandscape [private]
newTessVertex()NL3D::CLandscape [private]
newTileFace()NL3D::CLandscape [private]
newTileMaterial()NL3D::CLandscape [private]
NullPtrInfoNLMISC::CRefCount [static]
operator=(const CRefCount &)NLMISC::CRefCount [inline]
pinfoNLMISC::CRefCount
refillTileLightMap(uint tileLightMapId, CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE])NL3D::CLandscape [private]
refine(const CVector &refineCenter)NL3D::CLandscape
refineAll(const CVector &refineCenter)NL3D::CLandscape
releaseTile(uint16 tileId)NL3D::CLandscape [private]
releaseTileLightMap(uint tileLightMapId)NL3D::CLandscape [private]
releaseTiles(uint16 tileStart, uint16 nbTiles)NL3D::CLandscape
removeAllPointLights()NL3D::CLandscape
removePatch()NL3D::CLandscape [private]
removeZone(uint16 zoneId)NL3D::CLandscape
render(const CVector &refineCenter, const CVector &frontVector, const CPlane pyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE], bool doTileAddPass=false)NL3D::CLandscape
resetRenderFarAndDeleteVBFV()NL3D::CLandscape [private]
RPTexture typedefNL3D::CLandscape [private]
setDLMGlobalVegetableColor(CRGBA gvc)NL3D::CLandscape
setDriver(IDriver *drv)NL3D::CLandscape
setDynamicLightingMaxAttEnd(float maxAttEnd)NL3D::CLandscape
setHeightField(const CHeightMap &hf)NL3D::CLandscape
setNoiseMode(bool enabled)NL3D::CLandscape
setPointLightDiffuseMaterial(CRGBA diffuse)NL3D::CLandscape
setPointLightFactor(const std::string &lightGroupName, NLMISC::CRGBA nFactor)NL3D::CLandscape
setPZBModelPosition(const CVector &pos)NL3D::CLandscape
setRefineMode(bool enabled)NL3D::CLandscape [inline]
setThreshold(float thre)NL3D::CLandscape
setTileMaxSubdivision(uint tileDiv)NL3D::CLandscape
setTileNear(float tileNear)NL3D::CLandscape
setupAutomaticLightDir(const CVector &lightDir)NL3D::CLandscape
setupColorsFromTileFlags(const NLMISC::CRGBA colors[4])NL3D::CLandscape
setUpdateLightingFrequency(float freq)NL3D::CLandscape
setupStaticLight(const CRGBA &diffuse, const CRGBA &ambiant, float multiply)NL3D::CLandscape
setupVegetableLighting(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)NL3D::CLandscape
setVegetableTime(double time)NL3D::CLandscape
setVegetableUpdateLightingFrequency(float freq)NL3D::CLandscape
setVegetableUpdateLightingTime(double time)NL3D::CLandscape
setVegetableWind(const CVector &windDir, float windFreq, float windPower, float windBendMin)NL3D::CLandscape
synchronizeATIVBHards()NL3D::CLandscape [private]
TessFaceAllocatorNL3D::CLandscape [private]
TessFarVertexAllocatorNL3D::CLandscape [private]
TessNearVertexAllocatorNL3D::CLandscape [private]
TessVertexAllocatorNL3D::CLandscape [private]
TileBankNL3D::CLandscape
TileFaceAllocatorNL3D::CLandscape [private]
TileFarBankNL3D::CLandscape
TileInfosNL3D::CLandscape [private]
TileMaterialNL3D::CLandscape [private]
TileMaterialAllocatorNL3D::CLandscape [private]
TileRdrPassSetNL3D::CLandscape [private]
TileTextureMapNL3D::CLandscape [private]
TLightGroupColorMap typedefNL3D::CLandscape [private]
TSPRdrPassSetVector typedefNL3D::CLandscape [private]
TSPRenderPass typedefNL3D::CLandscape [private]
TSPRenderPassSet typedefNL3D::CLandscape [private]
TTileRdrPassSet typedefNL3D::CLandscape [private]
TTileTextureMap typedefNL3D::CLandscape [private]
unlinkPatchFromNearUL(CPatch *patch)NL3D::CLandscape [private]
unlockBuffers()NL3D::CLandscape [private]
updateGlobalsAndLockBuffers(const CVector &refineCenter)NL3D::CLandscape [private]
updateLighting(double time)NL3D::CLandscape
updateLightingAll()NL3D::CLandscape
updateLightingTextureFar(float ratio)NL3D::CLandscape [private]
updateLightingTextureNear(float ratio)NL3D::CLandscape [private]
updateTessBlocksFaceVector()NL3D::CLandscape [private]
ZonesNL3D::CLandscape [private]
~CLandscape()NL3D::CLandscape
~CRefCount()NLMISC::CRefCount [inline]