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<hr><h1>NL3D::UCamera  Class Reference</h1>Game interface for manipulating Camera. 
<a href="#_details">More...</a>
<p>
<code>#include &lt;<a class="el" href="u__camera_8h-source.html">u_camera.h</a>&gt;</code>
<p>
<p>Inheritance diagram for NL3D::UCamera:
<p><center><img src="classNL3D_1_1UCamera.gif" usemap="#NL3D::UCamera_map" border="0"></center>
<map name="NL3D::UCamera_map">
<area href="classNL3D_1_1UTransform.html" alt="NL3D::UTransform" shape="rect" coords="0,56,139,80">
<area href="classNL3D_1_1UTransformable.html" alt="NL3D::UTransformable" shape="rect" coords="0,0,139,24">
<area href="classNL3D_1_1CCameraUser.html" alt="NL3D::CCameraUser" shape="rect" coords="0,168,139,192">
</map>
<a href="classNL3D_1_1UCamera-members.html">List of all members.</a><table border=0 cellpadding=0 cellspacing=0>
<tr><td colspan=2><br><h2>Public Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Frustum</div></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_0">setFrustum</a> (const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> &amp;f)=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Set the frustum of the camera.</em> <a href="#z12_0">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> &amp;&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_1">getFrustum</a> () const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Get the frustum of the camera.</em> <a href="#z12_1">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_2">setFrustum</a> (float left, float right, float bottom, float top, float znear, float zfar, bool perspective=true)=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be &gt;0 (if perspective).</em> <a href="#z12_2">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_3">setFrustum</a> (float <a class="el" href="driver__opengl__extension__def_8h.html#a389">width</a>, float <a class="el" href="driver__opengl__extension__def_8h.html#a390">height</a>, float znear, float zfar, bool perspective=true)=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be &gt;0 (if perspective).</em> <a href="#z12_3">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_4">getFrustum</a> (float &amp;left, float &amp;right, float &amp;bottom, float &amp;top, float &amp;znear, float &amp;zfar) const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Get the camera frustum.</em> <a href="#z12_4">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_5">isOrtho</a> () const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Is a ortho camera?</em> <a href="#z12_5">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual bool&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_6">isPerspective</a> () const=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Is a perspective camera?</em> <a href="#z12_6">More...</a><em></em></font><br><br></td></tr>
<tr><td nowrap align=right valign=top>virtual void&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z12_7">setPerspective</a> (float fov, float aspectRatio, float znear, float zfar)=0</td></tr>
<tr><td>&nbsp;</td><td><font size=-1><em>Setup a perspective camera, giving a fov in radians.</em> <a href="#z12_7">More...</a><em></em></font><br><br></td></tr>
<tr><td colspan=2><br><h2>Static Public Attributes</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Default Camera frustum (perspective).</div></td></tr>
<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_0">DefLx</a> = 0.26f</td></tr>
<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_1">DefLy</a> = 0.2f</td></tr>
<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_2">DefLzNear</a> = 0.15f</td></tr>
<tr><td nowrap align=right valign=top>const float&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z11_3">DefLzFar</a> = 1000.0f</td></tr>
<tr><td colspan=2><br><h2>Protected Methods</h2></td></tr>
<tr><td colspan="2"><div class="groupHeader">Object</div></td></tr>
<tr><td nowrap align=right valign=top>&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z10_0">UCamera</a> ()</td></tr>
<tr><td nowrap align=right valign=top>virtual&nbsp;</td><td valign=bottom><a class="el" href="classNL3D_1_1UCamera.html#z10_1">~UCamera</a> ()</td></tr>
</table>
<hr><a name="_details"></a><h2>Detailed Description</h2>
Game interface for manipulating Camera.
<p>
<dl compact><dt><b>
Author: </b><dd>
Lionel Berenguier , Nevrax France </dl><dl compact><dt><b>
Date: </b><dd>
2001 </dl>
<p>

<p>
Definition at line <a class="el" href="u__camera_8h-source.html#l00045">45</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>.<hr><h2>Constructor &amp; Destructor Documentation</h2>
<a name="z10_0" doxytag="NL3D::UCamera::UCamera"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> NL3D::UCamera::UCamera </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, protected]</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="u__camera_8h-source.html#l00051">51</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>.    </td>
  </tr>
</table>
<a name="z10_1" doxytag="NL3D::UCamera::~UCamera"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual NL3D::UCamera::~UCamera </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, protected, virtual]</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="u__camera_8h-source.html#l00052">52</a> of file <a class="el" href="u__camera_8h-source.html">u_camera.h</a>.    </td>
  </tr>
</table>
<hr><h2>Member Function Documentation</h2>
<a name="z12_4" doxytag="NL3D::UCamera::getFrustum"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::getFrustum </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>left</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>right</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>bottom</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>top</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>znear</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float &amp;&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>zfar</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get the camera frustum.
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_4">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_1" doxytag="NL3D::UCamera::getFrustum"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a>&amp; NL3D::UCamera::getFrustum </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Get the frustum of the camera.
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_1">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_5" doxytag="NL3D::UCamera::isOrtho"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual bool NL3D::UCamera::isOrtho </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Is a ortho camera?
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_5">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_6" doxytag="NL3D::UCamera::isPerspective"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual bool NL3D::UCamera::isPerspective </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="mdname1" valign="top" nowrap>&nbsp;          </td>
          <td class="md" valign="top">)&nbsp;</td>
          <td class="md" nowrap> const<code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Is a perspective camera?
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_6">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_3" doxytag="NL3D::UCamera::setFrustum"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>width</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>height</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>znear</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>zfar</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>perspective</em> = true</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be &gt;0 (if perspective).
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_3">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_2" doxytag="NL3D::UCamera::setFrustum"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>left</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>right</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>bottom</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>top</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>znear</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>zfar</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>bool&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>perspective</em> = true</td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Setup the camera mode as a perspective/ortho camera. NB: znear and zfar must be &gt;0 (if perspective).
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_2">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_0" doxytag="NL3D::UCamera::setFrustum"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setFrustum </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">const <a class="el" href="classNL3D_1_1CFrustum.html">CFrustum</a> &amp;&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> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Set the frustum of the camera.
<p>

<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_0">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<a name="z12_7" doxytag="NL3D::UCamera::setPerspective"></a><p>
<table width="100%" cellpadding="2" cellspacing="0" border="0">
  <tr>
    <td class="md">
      <table cellpadding="0" cellspacing="0" border="0">
        <tr>
          <td class="md" nowrap valign="top"> virtual void NL3D::UCamera::setPerspective </td>
          <td class="md" valign="top">(&nbsp;</td>
          <td class="md" nowrap valign="top">float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>fov</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>aspectRatio</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>znear</em>, </td>
        </tr>
        <tr>
          <td></td>
          <td></td>
          <td class="md" nowrap>float&nbsp;</td>
          <td class="mdname" nowrap>&nbsp; <em>zfar</em></td>
        </tr>
        <tr>
          <td></td>
          <td class="md">)&nbsp;</td>
          <td class="md" colspan="2"><code> [pure virtual]</code></td>
        </tr>

      </table>
    </td>
  </tr>
</table>
<table cellspacing=5 cellpadding=0 border=0>
  <tr>
    <td>
      &nbsp;
    </td>
    <td>

<p>
Setup a perspective camera, giving a fov in radians.
<p>
<dl compact><dt><b>
Parameters: </b><dd>
<table border=0 cellspacing=2 cellpadding=0>
<tr><td valign=top><em>fov</em>&nbsp;</td><td>
the horizontal angle of view, in radians. (Pi/2 as example) </td></tr>
<tr><td valign=top><em>aspectRatio</em>&nbsp;</td><td>
the ratio horizontal/vertical (1.33 as example). </td></tr>
<tr><td valign=top><em>znear</em>&nbsp;</td><td>
the front clipping plane distance. </td></tr>
<tr><td valign=top><em>zfar</em>&nbsp;</td><td>
the back clipping plane distance. </td></tr>
</table>
</dl>
<p>
Implemented in <a class="el" href="classNL3D_1_1CCameraUser.html#z393_7">NL3D::CCameraUser</a>.    </td>
  </tr>
</table>
<hr><h2>Member Data Documentation</h2>
<a name="z11_0" doxytag="NL3D::UCamera::DefLx"></a><p>
<table width="100%" 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::UCamera::DefLx = 0.26f<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="camera__user_8cpp-source.html#l00035">35</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>.    </td>
  </tr>
</table>
<a name="z11_1" doxytag="NL3D::UCamera::DefLy"></a><p>
<table width="100%" 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::UCamera::DefLy = 0.2f<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="camera__user_8cpp-source.html#l00036">36</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>.    </td>
  </tr>
</table>
<a name="z11_3" doxytag="NL3D::UCamera::DefLzFar"></a><p>
<table width="100%" 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::UCamera::DefLzFar = 1000.0f<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="camera__user_8cpp-source.html#l00038">38</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>.    </td>
  </tr>
</table>
<a name="z11_2" doxytag="NL3D::UCamera::DefLzNear"></a><p>
<table width="100%" 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::UCamera::DefLzNear = 0.15f<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="camera__user_8cpp-source.html#l00037">37</a> of file <a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a>.    </td>
  </tr>
</table>
<hr>The documentation for this class was generated from the following files:<ul>
<li><a class="el" href="u__camera_8h-source.html">u_camera.h</a><li><a class="el" href="camera__user_8cpp-source.html">camera_user.cpp</a></ul>


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