Actor(Renderable *renderable=NULL, Effect *effect=NULL, Transform *transform=NULL, int block=0, int rank=0) | vl::Actor | inline |
actorEventCallbacks() const | vl::Actor | inline |
actorEventCallbacks() | vl::Actor | inline |
as() | vl::Object | inline |
as() const | vl::Object | inline |
automaticDelete() const | vl::Object | inline |
boundingBox() const | vl::Actor | inline |
boundingBoxSafe() | vl::Actor | inline |
boundingSphere() const | vl::Actor | inline |
boundingSphereSafe() | vl::Actor | inline |
boundsDirty() const | vl::Actor | |
computeBounds() | vl::Actor | |
createOcclusionQuery() | vl::Actor | |
decReference() | vl::Object | inline |
deleteOcclusionQuery() | vl::Actor | |
dispatchOnActorDelete() | vl::Actor | inline |
dispatchOnActorRenderStarted(real frame_clock, const Camera *camera, Renderable *renderable, const Shader *shader, int pass) | vl::Actor | inline |
effect() | vl::Actor | inline |
effect() const | vl::Actor | inline |
enableMask() const | vl::Actor | inline |
eraseAllUniforms() | vl::Actor | |
eraseUniform(const char *name) | vl::Actor | |
eraseUniform(const Uniform *uniform) | vl::Actor | |
evaluateLOD(Camera *camera) | vl::Actor | |
getUniform(const char *name) | vl::Actor | |
getUniform(const char *name) const | vl::Actor | |
getUniformSet() const | vl::Actor | inline |
getUniformSet() | vl::Actor | inline |
gocUniform(const char *name) | vl::Actor | |
gocUniformSet() | vl::Actor | inline |
incReference() const | vl::Object | inline |
isEnabled() const | vl::Actor | inline |
isOccludee() const | vl::Actor | inline |
lod(int lod_index) const | vl::Actor | inline |
lod(int lod_index) | vl::Actor | inline |
lodEvaluator() | vl::Actor | inline |
lodEvaluator() const | vl::Actor | inline |
mAABB | vl::Actor | protected |
mActorEventCallbacks | vl::Actor | protected |
mAutomaticDelete | vl::Object | protected |
mBoundsUpdateTick | vl::Actor | protected |
mEffect | vl::Actor | protected |
mEnabled | vl::Actor | protected |
mEnableMask | vl::Actor | protected |
mIsOccludee | vl::Actor | protected |
mLODEvaluator | vl::Actor | protected |
mObjectName | vl::Object | protected |
mOcclusionQuery | vl::Actor | protected |
mOcclusionQueryTick | vl::Actor | protected |
mRefCountMutex | vl::Object | protected |
mReferenceCount | vl::Object | mutableprotected |
mRenderables | vl::Actor | protected |
mRenderBlock | vl::Actor | protected |
mRenderRank | vl::Actor | protected |
mScissor | vl::Actor | protected |
mSphere | vl::Actor | protected |
mTransform | vl::Actor | protected |
mTransformUpdateTick | vl::Actor | protected |
mUniformSet | vl::Actor | protected |
Object() | vl::Object | inline |
Object(const Object &other) | vl::Object | inline |
objectName() const | vl::Object | inline |
occlusionQuery() const | vl::Actor | inline |
occlusionQueryTick() const | vl::Actor | inline |
operator=(const Object &other) | vl::Object | inline |
refCountMutex() | vl::Object | inline |
refCountMutex() const | vl::Object | inline |
referenceCount() const | vl::Object | inline |
renderBlock() const | vl::Actor | inline |
renderRank() const | vl::Actor | inline |
scissor() const | vl::Actor | inline |
scissor() | vl::Actor | inline |
setAutomaticDelete(bool autodel_on) | vl::Object | inline |
setEffect(Effect *effect) | vl::Actor | inline |
setEnabled(bool enabled) | vl::Actor | inline |
setEnableMask(unsigned int mask) | vl::Actor | inline |
setLod(int lod_index, Renderable *renderable) | vl::Actor | inline |
setLODEvaluator(LODEvaluator *lod_evaluator) | vl::Actor | inline |
setLODs(Renderable *lod0, Renderable *lod1=NULL, Renderable *lod2=NULL, Renderable *lod3=NULL, Renderable *lod4=NULL, Renderable *lod5=NULL) | vl::Actor | |
setObjectName(const char *name) | vl::Object | inline |
setObjectName(const std::string &name) | vl::Object | inline |
setOccludee(bool is_occludee) | vl::Actor | inline |
setOcclusionQueryTick(unsigned tick) | vl::Actor | inline |
setRefCountMutex(IMutex *mutex) | vl::Object | inline |
setRenderBlock(int block) | vl::Actor | inline |
setRenderRank(int rank) | vl::Actor | inline |
setScissor(Scissor *scissor) | vl::Actor | inline |
setTransform(Transform *transform) | vl::Actor | inline |
setUniform(Uniform *uniform) | vl::Actor | |
setUniformSet(UniformSet *uniforms) | vl::Actor | inline |
transform() | vl::Actor | inline |
transform() const | vl::Actor | inline |
uniforms() const | vl::Actor | |
uniforms() | vl::Actor | |
~Actor() | vl::Actor | virtual |
~Object() | vl::Object | protectedvirtual |