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<hr><h1>NL3D::CSkeletonModel Member List</h1>This is the complete list of members for <a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a>, including all inherited members.<table>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o7">_AnimDetailSkins</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_5">_BoneToCompute</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_6">_BoneToComputeDirty</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_4">_BoneUsage</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#n1">_ClipObs</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_5">_CLodInstance</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_6">_CLodVertexColorDirty</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_7">_CurLod</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_8">_CurLodInterp</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o4">_DefaultMRMSetup</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_2">_DisplayedAsLodCharacter</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_8">_FatherBoneId</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_7">_FatherSkeletonModel</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#n0">_HrcObs</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o0">_ItSkeletonInScene</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o8">_LevelDetail</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z852_2">_LightContribution</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z852_3">_LightedModelIt</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#n2">_LightObs</a></td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_3">_LodCharacterDistance</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_9">_LodInterpMultiplier</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#n5">_NextModelToValidate</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_4">_OOLodCharacterDistance</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o5">_OpaqueSkins</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#n3">_OwnerMot</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#n4">_PrecModelToValidate</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o1">_Skins</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o3">_SkinToRenderDirty</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o2">_StickedObjects</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o6">_TransparentSkins</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#b0">addValue</a>(CChannelMixer *chanMixer, uint valueId, uint ownerValueId, const std::string &prefix, bool detail)</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0s1">AnimValueLast</a> enum value</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_0">bindSkin</a>(CTransform *mi)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#m0">Bones</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#c0">buildDefaultLevelDetail</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a4">canStartStop</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#z858_0">changeLightSetup</a>(CRenderTrav *rdrTrav)</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_1">changeMRMDistanceSetup</a>(float distanceFinest, float distanceMiddle, float distanceCoarsest)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z616_1">cleanTouch</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#b1">clearFlag</a>(uint valueId)</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o10">ClipTrav</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#l0">CMOT</a> class</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#t0">CObsMap</a> typedef</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#a3">compareMatrixDate</a>(uint64 callerDate) const</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_6">computeAllBones</a>(const CMatrix &modelWorldMatrix)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_1">computeCLodVertexColors</a>(CLodCharacterManager *mngr)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_8">computeCurrentBBox</a>(NLMISC::CAABBox &bbox, bool forceCompute=false)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_11">computeDisplayLodCharacterPriority</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_14">computeLodTexture</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_7">computeRenderedBBox</a>(NLMISC::CAABBox &bbox)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></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_1CSkeletonModel.html#f0">creator</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline, private, static]</code></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_1CSkeletonModel.html#b0">CSkeletonModel</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#l1">CSkeletonModelAnimDetailObs</a> class</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#l2">CSkeletonModelRenderObs</a> class</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#l0">CSkeletonShape</a> class</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#b0">CTransform</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#l3">CTransformClipObs</a> class</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#b0">CTransformShape</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_2">decBoneUsage</a>(uint i, TBoneUsageType boneUsageType)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_2">decForcedBoneUsageAndParents</a>(uint i, bool forceCLod)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_3">detachSkeletonSon</a>(CTransform *mi)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#s11s0">DirectMatrix</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_13">dirtLodVertexColor</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_4">dirtSkinRenderLists</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z615_0s0">Dirty</a> enum value</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_3">flagBoneAndParents</a>(uint32 boneId, std::vector< bool > &boneUsage) const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z615_1">foul</a>(uint flag)</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a13">freeze</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a15">freezeHRC</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_4">freezeStaticLightSetup</a>(CPointLight *pointLight[NL3D_MAX_LIGHT_CONTRIBUTION], uint numPointLights, uint8 sunContribution, CPointLight *frozenAmbientlight)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a0">getAABBox</a>(NLMISC::CAABBox &bbox) const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_5">getActiveBoneSkinMatrix</a>(uint boneId) const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_0">getBoneIdByName</a>(const std::string &name) const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#b4">getChannelMixer</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a12">getChannelMixerOwnerShip</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a21">getClusterSystem</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z846_0">getDefaultTrack</a>(uint valueId)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a8">getDistMax</a>() const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_4">getInterpolationDistance</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a19">getLastClippedState</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z848_1">getLoadBalancingGroup</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_3">getLodCharacterAnimId</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_5">getLodCharacterAnimTime</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_10">getLodCharacterDistance</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_1">getLodCharacterShape</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_7">getLodCharacterWrapMode</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a2">getMaterial</a>(uint materialId) const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a3">getMaterial</a>(uint materialId)</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#a2">getMatrix</a>() const</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#a4">getMatrixDate</a>() const</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_1">getMeanColor</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#z857_2">getMRMLevelDetail</a>() const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_2">getNumBoneComputed</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a1">getNumMaterial</a>() const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_0">getNumTriangles</a>(float distance)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#z857_1">getNumTrianglesAfterLoadBalancing</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#b3">getObs</a>(const NLMISC::CClassId &idTrav) const</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a5">getOrderingLayer</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_6">getPivot</a>(CVector &pivot)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_11">getPivot</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#d4">getPivotValueName</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_2">getPos</a>(CVector &pos)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_7">getPos</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#d0">getPosValueName</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_3">getRotEuler</a>(CVector &rot)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_8">getRotEuler</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#d1">getRotEulerValueName</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_1">getRotOrder</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_4">getRotQuat</a>(CQuat &quat)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_9">getRotQuat</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#d2">getRotQuatValueName</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_5">getScale</a>(CVector &scale)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_10">getScale</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#d3">getScaleValueName</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#b5">getShowWhenLODSticked</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z807_0">getSkeletonLightContribution</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline, private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a10">getSkeletonModel</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_2">getSkinBoneUsage</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z870_0">getTransformMode</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_3">getUserLightable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_1">getValue</a>(uint valueId)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_2">getValueName</a>(uint valueId) const</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a9">getVisibility</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a18">getWorldMatrix</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a8">heritVisibility</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a6">hide</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#o9">HrcTrav</a></td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#a0">IAnimatable</a>()</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#b0">IModel</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_1">incBoneUsage</a>(uint i, TBoneUsageType boneUsageType)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_1">incForcedBoneUsageAndParents</a>(uint i, bool forceCLod)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_0">initBoneUsages</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#b2">initModel</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#l1">IObs</a> class</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_2">isAnimDetailable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_6">isBigLightable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_1">isBoneComputed</a>(uint boneId) const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#a0">isClipVisible</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_8">isDisplayedAsLodCharacter</a>() const</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_1">isLightable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_3">isLoadBalancable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_5">isMeshBaseInstance</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z852_1">isNeedUpdateFrozenStaticLightSetup</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z852_0">isNeedUpdateLighting</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a2">isOpaque</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a17">isQuadGridClipEnabled</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_4">isRenderable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z849_0">isSkeleton</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_0">isSkinnable</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z849_1">isSkinned</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a7">isStarted</a>() const</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#z368_2">isTouched</a>(uint valueId) const</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a3">isTransparent</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#a0">ITransformable</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#l2">ITrav</a> class</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [friend]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#u1">ItTransformSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#n1">LastClassId</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#n2">LastObs</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z616_2">linkToValidateList</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z871_0">lookAt</a>(const CVector &eye, const CVector &target, float roll=0.f)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></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="classNL3D_1_1IModel.html#n0">Observers</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</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="classNL3D_1_1CSkeletonModel.html#z800_0s0">OwnerBit</a> enum value</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></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_1ITransformable.html#z872_0s9">PivotValue</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_0s5">PosValue</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#d0">registerBasic</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [static]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_1">registerToChannelMixer</a>(CChannelMixer *chanMixer, const std::string &prefix)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_3">renderSkin</a>(float alphaMRM)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_5">renderSkinGroupGeom</a>(float alphaMRM, uint remainingVertices, uint8 *dest)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_6">renderSkinGroupPrimitives</a>(uint baseVertex)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z805_2">resetDefaultMRMDistanceSetup</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_0">resetLighting</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#z368_3">resize</a>(uint count)</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#s11s1">RotEuler</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_0s6">RotEulerValue</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#s11s2">RotQuat</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_0s7">RotQuatValue</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z872_0s8">ScaleValue</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_1">setApplySkin</a>(bool state)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a11">setChannelMixerOwnerShip</a>(bool enable=true)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a20">setClusterSystem</a>(CInstanceGroup *pIG)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_12">setDisplayLodCharacterFlag</a>(bool displayCLod)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a9">setDistMax</a>(float distMax)</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a14">setDontUnfreezeChildren</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#z368_0">setFather</a>(IAnimatable *father, uint fatherOwnerBit)</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z803_3">setInterpolationDistance</a>(float dist)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_2">setIsBigLightable</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_4">setIsForceAnimDetail</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_0">setIsLightable</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_5">setIsLoadbalancable</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_6">setIsMeshBaseInstance</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_1">setIsRenderable</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z853_3">setIsSkeleton</a>(bool val)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z848_0">setLoadBalancingGroup</a>(const std::string &group)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_2">setLodCharacterAnimId</a>(uint animId)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_4">setLodCharacterAnimTime</a>(TGlobalAnimationTime time)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_9">setLodCharacterDistance</a>(float dist)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_0">setLodCharacterShape</a>(sint shapeId)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z804_6">setLodCharacterWrapMode</a>(bool wrapMode)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a22">setLogicInfo</a>(ILogicInfo *logicInfo)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_10">setMatrix</a>(const CMatrix &mat)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z850_0">setMeanColor</a>(CRGBA color)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a1">setOpacity</a>(bool v)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a4">setOrderingLayer</a>(uint layer)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_8">setPivot</a>(const CVector &pivot)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_9">setPivot</a>(float x, float y, float z)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_0">setPos</a>(const CVector &pos)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_1">setPos</a>(float x, float y, float z)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_2">setRotEuler</a>(const CVector &rot)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_3">setRotEuler</a>(float rotX, float rotY, float rotZ)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_4">setRotQuat</a>(const CQuat &quat)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_5">setScale</a>(const CVector &scale)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_6">setScale</a>(float scaleX, float scaleY, float scaleZ)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z869_7">setScale</a>(float scale)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#z868_0">setTransformMode</a>(TTransformMode mode, CMatrix::TRotOrder ro=CMatrix::ZXY)</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a0">setTransparency</a>(bool v)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#b2">setupCurrentLightContribution</a>(CLightContribution *lightContrib, bool useLocalAtt)</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_2">setUserLightable</a>(bool enable)</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#m0">Shape</a></td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a7">show</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a5">start</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_1">stickObject</a>(CTransform *mi, uint boneId)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z801_2">stickObjectEx</a>(CTransform *mi, uint boneId, bool forceCLod)</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#a6">stop</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z851_4">supportSkinGrouping</a>() const</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z800_0">TAnimValues</a> enum name</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0">TBoneUsageType</a> enum name</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#z368_1">touch</a>(uint valueId, uint ownerValueId)</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z615_3">TouchObs</a></td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#s11s3">TransformModeCount</a> enum value</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#u2">TTransformArray</a> typedef</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#s11">TTransformMode</a> enum name</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#u0">TTransformSet</a> typedef</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#a16">unfreezeHRC</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#z847_5">unfreezeStaticLightSetup</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z616_3">unlinkFromValidateList</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#b2">update</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z806_3">updateBoneToCompute</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [private]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#a1">updateSkinRenderLists</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s4">UsageCLodForced</a> enum value</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s3">UsageForced</a> enum value</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#z802_0s2">UsageNormal</a> enum value</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#z615_2">validate</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</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>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CSkeletonModel.html#b1">~CSkeletonModel</a>()</td><td><a class="el" href="classNL3D_1_1CSkeletonModel.html">NL3D::CSkeletonModel</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransform.html#b1">~CTransform</a>()</td><td><a class="el" href="classNL3D_1_1CTransform.html">NL3D::CTransform</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1CTransformShape.html#b1">~CTransformShape</a>()</td><td><a class="el" href="classNL3D_1_1CTransformShape.html">NL3D::CTransformShape</a></td><td><code> [inline, protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IAnimatable.html#a1">~IAnimatable</a>()</td><td><a class="el" href="classNL3D_1_1IAnimatable.html">NL3D::IAnimatable</a></td><td><code> [inline, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1IModel.html#b2">~IModel</a>()</td><td><a class="el" href="classNL3D_1_1IModel.html">NL3D::IModel</a></td><td><code> [protected, virtual]</code></td></tr>
<tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ITransformable.html#a1">~ITransformable</a>()</td><td><a class="el" href="classNL3D_1_1ITransformable.html">NL3D::ITransformable</a></td><td><code> [inline, virtual]</code></td></tr>
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