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<hr><h1>NL3D::CLandscape Member List</h1>This is the complete list of members for <a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a>, including all inherited members.<table>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o19">_AutomaticLightDir</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o18">_AutomaticLighting</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_5">_DLMGlobalVegetableColor</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_4">_DLMMaxAttEnd</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_0">_Driver</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z496_3">_DriverOkForVegetable</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_18">_FaceVectorManager</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_1">_Far0VB</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_2">_Far1VB</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o16">_FarInitialized</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o14">_FarRdrPassSet</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o15">_FarRdrPassSetVectorFree</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o4">_FarTransition</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o21">_HeightField</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o20">_LightGroupColorMap</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o17">_LightValue</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z495_1">_MergePriorityList</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o11">_NFreeLightMaps</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z494_0">_NoiseEnabled</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z495_2">_OldRefineCenter</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z495_3">_OldRefineCenterSetuped</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_3">_PatchDLMContextList</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z493_2">_PatchQuadGrid</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z493_4">_PatchQuadGridEltSize</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private, static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z493_3">_PatchQuadGridSize</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private, static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_6">_PointLightDiffuseMaterial</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z497_0">_PZBModelPosition</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o3">_RefineMode</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_5">_RenderMustRefillVB</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z495_4">_RootNewLeaves</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z495_0">_SplitPriorityList</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_19">_TessBlockModificationRoot</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_2">_TextureDLM</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o10">_TextureNears</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o2">_Threshold</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o1">_TileDistNear</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o5">_TileMaxSubdivision</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_3">_TileVB</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_11">_ULFarCurrentPatchId</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_9">_ULFarPixelsToUpdate</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_7">_ULFrequency</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_15">_ULNearCurrentTessBlockId</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_13">_ULNearPixelsToUpdate</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_4">_ULPrecTime</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_5">_ULPrecTimeInit</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_14">_ULRootNearPatch</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_10">_ULRootTextureFar</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_6">_ULTime</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_8">_ULTotalFarPixels</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_12">_ULTotalNearPixels</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z496_4">_VegetableBlockList</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z496_1">_VegetableManager</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z496_2">_VegetableManagerEnabled</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z491_4">_VertexShaderOk</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o6">_VPThresholdChange</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c13">addPatch</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z493_1">addPatchBlocksInBBox</a>(const CPatchIdentEx &paIdEx, const CAABBox &bbox, std::vector< CPatchBlockIdent > &paBlockIds)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z493_0">addTrianglesInBBox</a>(const CPatchIdentEx &paIdEx, const CAABBox &bbox, std::vector< CTrianglePatch > &triangles, uint8 tileTessLevel) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_1">addZone</a>(const CZone &newZone)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z486_1">appendTileLightInfluences</a>(const CPatchIdent &patchId, const CUV &uv, std::vector< CPointLightInfluence > &pointLightList) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_6">averageTesselationVertices</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_0">buildCollideFaces</a>(const CAABBoxExt &bbox, std::vector< CTriangle > &faces, bool faceSplit)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_1">buildCollideFaces</a>(sint zoneId, sint patch, std::vector< CTriangle > &faces)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_3">buildPatchBlocksInBBox</a>(const CAABBox &bbox, std::vector< CPatchBlockIdent > &paBlockIds)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_2">buildTrianglesInBBox</a>(const CAABBox &bbox, std::vector< CTrianglePatch > &triangles, uint8 tileTessLevel)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z481_3">buildZoneName</a>(sint zoneId, std::string &zoneName)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_4">checkBinds</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_5">checkBinds</a>(uint16 zoneId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c19">checkZoneBinds</a>(CZone &curZone, EBadBind &bindError)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#a0">CLandscape</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_3">clear</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_1">clip</a>(const CVector &refineCenter, const std::vector< CPlane > &pyramid)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_0">computeDynamicLighting</a>(const std::vector< CPointLight * > &pls)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#l1">CPatch</a> class</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#l0">CPtrInfo</a></td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_0">createVegetableBlendLayersModels</a>(CScene *scene)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#a1">CRefCount</a>()</td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#a3">CRefCount</a>(const CRefCount &)</td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#m0">crefs</a></td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#l0">CTessFace</a> class</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#l2">CZone</a> class</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_6">deleteTessFace</a>(CTessFace *f)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_9">deleteTessFarVertex</a>(CTessFarVertex *v)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_8">deleteTessNearVertex</a>(CTessNearVertex *v)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_7">deleteTessVertex</a>(CTessVertex *v)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_11">deleteTileFace</a>(CTileFace *tf)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_10">deleteTileMaterial</a>(CTileMaterial *tm)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_4">enableAutomaticLighting</a>(bool enable)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_3">enableVegetable</a>(bool enable)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c11">eraseFarRenderPassFromSet</a>(CPatchRdrPass *pass)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c12">eraseTileFarIfNotGood</a>(uint tileNumber, uint sizeOrder0, uint sizeOrder1, uint sizeOrder2)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_5">excludePatchFromRefineAll</a>(sint zoneId, uint patch, bool exclude)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o13">FarMaterial</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_4">fillPatchQuadBlock</a>(CPatchQuadBlock &quadBlock) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c18">findTileRdrPass</a>(const CPatchRdrPass &pass)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c17">findTileTexture</a>(const std::string &textName)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z482_0">flushTiles</a>(IDriver *drv, uint16 tileStart, uint16 nbTiles)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c5">forceMergeAtTileLevel</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c1">freeFarRenderPass</a>(CPatch *pPatch, CPatchRdrPass *pass, uint farIndex)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_7">getAutomaticLightDir</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_6">getAutomaticLighting</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_5">getDLMGlobalVegetableColor</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_3">getDynamicLightingMaxAttEnd</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_1">getDynamicLightingMemoryLoad</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c0">getFarRenderPass</a>(CPatch *pPatch, uint farIndex, float &far1UScale, float &far1VScale, float &far1UBias, float &far1VBias, bool &bRot)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z484_0">getHeightFieldDeltaZ</a>(float x, float y) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z486_0">getLumel</a>(const CPatchIdent &patchId, const CUV &uv) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_9">getNoiseMode</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_8">getNumVegetableFaceRendered</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_1">getPatchDLMContextList</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline, private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_3">getPointLightDiffuseMaterial</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z487_1">getPZBModelPosition</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#f0">getRdrPassIndexWithSize</a>(uint width, uint height)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private, static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_5">getRefineMode</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_1">getStaticLight</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_5">getTesselatedPos</a>(const CPatchIdent &patchId, const CUV &uv) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z480_6">getTessellationLeaves</a>(std::vector< const CTessFace * > &leaves) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z499_0">getTextureDLM</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline, private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_3">getThreshold</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z482_3">getTileElement</a>(const CPatchIdent &patchId, const CUV &uv)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z492_0">getTileLightMap</a>(CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE], CPatchRdrPass *&lightmapRdrPass)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z492_1">getTileLightMapUvInfo</a>(uint tileLightMapId, CVector &uvScaleBias)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_7">getTileMaxSubdivision</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_1">getTileNear</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c2">getTileRenderPass</a>(uint16 tileId, bool additiveRdrPass)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z482_2">getTileTexture</a>(uint16 tileId, CTile::TBitmap bitmapType, CVector &uvScaleBias)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c3">getTileUvScaleBiasRot</a>(uint16 tileId, CTile::TBitmap bitmapType, CVector &uvScaleBias, uint8 &rotAlpha)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z496_0">getTileVegetableDesc</a>(uint16 tileId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z481_0">getZone</a>(sint zoneId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z481_1">getZone</a>(sint zoneId) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z481_2">getZoneList</a>(std::vector< uint16 > &zoneIds) const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_0">init</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_6">initTileBanks</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_4">isVegetableActive</a>() const</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u10">ItLightGroupColorMap</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u7">ItSPRenderPassSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u4">ItTileRdrPassSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u2">ItTileTextureMap</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_0">linkPatchToNearUL</a>(CPatch *patch)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c15">loadTile</a>(uint16 tileId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_5">loadVegetableTexture</a>(const std::string &textureFileName)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c7">lockBuffers</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_0">newTessFace</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_3">newTessFarVertex</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_2">newTessNearVertex</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_1">newTessVertex</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_5">newTileFace</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_4">newTileMaterial</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#p0">NullPtrInfo</a></td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#a2">operator=</a>(const CRefCount &)</td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#m1">pinfo</a></td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z492_3">refillTileLightMap</a>(uint tileLightMapId, CRGBA map[NL_TILE_LIGHTMAP_SIZE *NL_TILE_LIGHTMAP_SIZE])</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_2">refine</a>(const CVector &refineCenter)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_4">refineAll</a>(const CVector &refineCenter)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c16">releaseTile</a>(uint16 tileId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z492_2">releaseTileLightMap</a>(uint tileLightMapId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z482_1">releaseTiles</a>(uint16 tileStart, uint16 nbTiles)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_8">removeAllPointLights</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c14">removePatch</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z477_2">removeZone</a>(uint16 zoneId)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_3">render</a>(const CVector &refineCenter, const CVector &frontVector, const CPlane pyramid[NL3D_TESSBLOCK_NUM_CLIP_PLANE], bool doTileAddPass=false)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c4">resetRenderFarAndDeleteVBFV</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u0">RPTexture</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_4">setDLMGlobalVegetableColor</a>(CRGBA gvc)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z479_0">setDriver</a>(IDriver *drv)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z489_2">setDynamicLightingMaxAttEnd</a>(float maxAttEnd)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z484_1">setHeightField</a>(const CHeightMap &hf)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_8">setNoiseMode</a>(bool enabled)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_2">setPointLightDiffuseMaterial</a>(CRGBA diffuse)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_9">setPointLightFactor</a>(const std::string &lightGroupName, NLMISC::CRGBA nFactor)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z487_0">setPZBModelPosition</a>(const CVector &pos)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_4">setRefineMode</a>(bool enabled)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_2">setThreshold</a>(float thre)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_6">setTileMaxSubdivision</a>(uint tileDiv)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z478_0">setTileNear</a>(float tileNear)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_5">setupAutomaticLightDir</a>(const CVector &lightDir)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_10">setupColorsFromTileFlags</a>(const NLMISC::CRGBA colors[4])</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z488_1">setUpdateLightingFrequency</a>(float freq)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z483_0">setupStaticLight</a>(const CRGBA &diffuse, const CRGBA &ambiant, float multiply)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_6">setupVegetableLighting</a>(const CRGBA &ambient, const CRGBA &diffuse, const CVector &directionalLight)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_1">setVegetableTime</a>(double time)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_9">setVegetableUpdateLightingFrequency</a>(float freq)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_2">setVegetableUpdateLightingTime</a>(double time)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z485_7">setVegetableWind</a>(const CVector &windDir, float windFreq, float windPower, float windBendMin)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c9">synchronizeATIVBHards</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_12">TessFaceAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_15">TessFarVertexAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_14">TessNearVertexAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_13">TessVertexAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#m0">TileBank</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_17">TileFaceAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#m1">TileFarBank</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o9">TileInfos</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o12">TileMaterial</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z490_16">TileMaterialAllocator</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o8">TileRdrPassSet</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o7">TileTextureMap</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u9">TLightGroupColorMap</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u8">TSPRdrPassSetVector</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u5">TSPRenderPass</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u6">TSPRenderPassSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u3">TTileRdrPassSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#u1">TTileTextureMap</a> typedef</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_1">unlinkPatchFromNearUL</a>(CPatch *patch)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c8">unlockBuffers</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c6">updateGlobalsAndLockBuffers</a>(const CVector &refineCenter)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z488_0">updateLighting</a>(double time)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z488_2">updateLightingAll</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_2">updateLightingTextureFar</a>(float ratio)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#z498_3">updateLightingTextureNear</a>(float ratio)</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#c10">updateTessBlocksFaceVector</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#o0">Zones</a></td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CLandscape.html#a1">~CLandscape</a>()</td><td><a class="el" href="classNL3D_1_1CLandscape.html">NL3D::CLandscape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNLMISC_1_1CRefCount.html#a0">~CRefCount</a>()</td><td><a class="el" href="classNLMISC_1_1CRefCount.html">NLMISC::CRefCount</a></td><td><code> [inline]</code></td></tr>
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