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<hr><h1>NL3D::ULandscape Member List</h1>This is the complete list of members for <a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a>, including all inherited members.<table>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_6">enableAdditive</a>(bool enable)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_0">enableVegetable</a>(bool enable)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_7">getAllZoneLoaded</a>(std::vector&lt; std::string &gt; &amp;zoneLoaded) const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z50_1">getDLMGlobalVegetableColor</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z48_0">getHeightFieldDeltaZ</a>(float x, float y) const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_2">getPointLightDiffuseMaterial</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_1">getThreshold</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_5">getTileMaxSubdivision</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_3">getTileNear</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_0">getZoneName</a>(const CVector &amp;pos)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_2">hide</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_7">isAdditiveEnabled</a>() const=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_2">loadAllZonesAround</a>(const CVector &amp;pos, float radius)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_3">loadAllZonesAround</a>(const CVector &amp;pos, float radius, std::vector&lt; std::string &gt; &amp;zonesAdded)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_1">loadBankFiles</a>(const std::string &amp;tileBankFile, const std::string &amp;farBankFile)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_1">loadVegetableTexture</a>(const std::string &amp;textureFileName)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_6">refreshAllZonesAround</a>(const CVector &amp;pos, float radius, std::vector&lt; std::string &gt; &amp;zonesAdded, std::vector&lt; std::string &gt; &amp;zonesRemoved)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_4">refreshZonesAround</a>(const CVector &amp;pos, float radius)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_5">refreshZonesAround</a>(const CVector &amp;pos, float radius, std::string &amp;zoneAdded, std::string &amp;zoneRemoved)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z50_0">setDLMGlobalVegetableColor</a>(CRGBA gvc)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z48_1">setHeightField</a>(const CHeightMap &amp;hf)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_1">setPointLightDiffuseMaterial</a>(CRGBA diffuse)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_3">setPointLightFactor</a>(const std::string &amp;lightGroupName, NLMISC::CRGBA nFactor)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_0">setThreshold</a>(float thre)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_4">setTileMaxSubdivision</a>(uint tileDiv)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z46_2">setTileNear</a>(float tileNear)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_4">setUpdateLightingFrequency</a>(float freq)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_0">setupStaticLight</a>(const CRGBA &amp;diffuse, const CRGBA &amp;ambiant, float multiply)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_2">setupVegetableLighting</a>(const CRGBA &amp;ambient, const CRGBA &amp;diffuse, const CVector &amp;directionalLight)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_4">setVegetableUpdateLightingFrequency</a>(float freq)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z49_3">setVegetableWind</a>(const CVector &amp;windDir, float windFreq, float windPower, float windBendMin)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z44_0">setZonePath</a>(const std::string &amp;zonePath)=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z47_1">show</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z43_0">ULandscape</a>()</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [inline, protected]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z45_5">updateLightingAll</a>()=0</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [pure virtual]</code></td></tr>
  <tr bgcolor="#f0f0f0"><td><a class="el" href="classNL3D_1_1ULandscape.html#z43_1">~ULandscape</a>()</td><td><a class="el" href="classNL3D_1_1ULandscape.html">NL3D::ULandscape</a></td><td><code> [inline, protected, virtual]</code></td></tr>
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