Visualization Library 2.1.0

A lightweight C++ OpenGL middleware for 2D/3D graphics

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vl::Terrain Member List

This is the complete list of members for vl::Terrain, including all inherited members.

as()vl::Objectinline
as() constvl::Objectinline
automaticDelete() constvl::Objectinline
boundingBox() constvl::SceneManagerinline
boundingSphere() constvl::SceneManagerinline
boundsDirty() constvl::SceneManagerinline
chunk(int i)vl::Terraininline
chunk(int i) constvl::Terraininline
chunkCount() constvl::Terraininline
chunks() constvl::Terraininline
computeBounds()vl::SceneManagervirtual
cullingEnabled() constvl::SceneManagerinline
decReference()vl::Objectinline
depth() constvl::Terraininline
detailRepetitionMode() constvl::Terraininline
detailTexture() constvl::Terraininline
detailTextureFormat() constvl::Terraininline
enableMask() constvl::SceneManagerinline
extractActors(ActorCollection &list)vl::SceneManagerBVH< ActorKdTree >inlinevirtual
extractVisibleActors(ActorCollection &list, const Camera *camera)vl::SceneManagerBVH< ActorKdTree >inlinevirtual
fragmentShader() constvl::Terraininline
height() constvl::Terraininline
heightmapTexture() constvl::Terraininline
heightmapTextureFormat() constvl::Terraininline
incReference() constvl::Objectinline
init()vl::Terrain
isEnabled(Actor *a) constvl::SceneManager
mAABBvl::SceneManagerprotected
mAutomaticDeletevl::Objectprotected
mBoundingVolumeTreevl::SceneManagerBVH< ActorKdTree >protected
mBoundsDirtyvl::SceneManagerprotected
mChunksvl::Terrainprotected
mCullingEnabledvl::SceneManagerprotected
mDepthvl::Terrainprotected
mDetailRepetitionCountvl::Terrainprotected
mDetailTexturevl::Terrainprotected
mDetailTextureFormatvl::Terrainprotected
mEnableMaskvl::SceneManagerprotected
mFragmentShadervl::Terrainprotected
mHeightvl::Terrainprotected
mHeightmapTexturevl::Terrainprotected
mHeightmapTextureFormatvl::Terrainprotected
mObjectNamevl::Objectprotected
mOriginvl::Terrainprotected
mRefCountMutexvl::Objectprotected
mReferenceCountvl::Objectmutableprotected
mShaderNodevl::Terrainprotected
mSpherevl::SceneManagerprotected
mTerrainTexturevl::Terrainprotected
mTerrainTextureFormatvl::Terrainprotected
mUseGLSLvl::Terrainprotected
mVertexShadervl::Terrainprotected
mWidthvl::Terrainprotected
Object()vl::Objectinline
Object(const Object &other)vl::Objectinline
objectName() constvl::Objectinline
operator=(const Object &other)vl::Objectinline
origin() constvl::Terraininline
refCountMutex()vl::Objectinline
refCountMutex() constvl::Objectinline
referenceCount() constvl::Objectinline
SceneManager()vl::SceneManager
SceneManagerActorKdTree()vl::SceneManagerActorKdTreeinline
setAutomaticDelete(bool autodel_on)vl::Objectinline
setBoundingBox(const AABB &bbox)vl::SceneManagerinline
setBoundingSphere(const Sphere &sphere)vl::SceneManagerinline
setBoundsDirty(bool dirty)vl::SceneManagerinline
setCullingEnabled(bool enable)vl::SceneManagerinline
setDepth(double d)vl::Terraininline
setDetailRepetitionCount(int count)vl::Terraininline
setDetailTexture(const String &texture)vl::Terraininline
setDetailTextureFormat(ETextureFormat format)vl::Terraininline
setEnableMask(unsigned int enabled)vl::SceneManagerinline
setFragmentShader(const String &fs_path)vl::Terraininline
setHeight(double h)vl::Terraininline
setHeightmapTexture(const String &texture)vl::Terraininline
setHeightmapTextureFormat(ETextureFormat format)vl::Terraininline
setObjectName(const char *name)vl::Objectinline
setObjectName(const std::string &name)vl::Objectinline
setOrigin(const vec3 &origin)vl::Terraininline
setRefCountMutex(IMutex *mutex)vl::Objectinline
setTerrainTexture(const String &texture)vl::Terraininline
setTerrainTextureFormat(ETextureFormat format)vl::Terraininline
setTree(ActorKdTree *bbh)vl::SceneManagerBVH< ActorKdTree >inline
setUseGLSL(bool enable)vl::Terraininline
setVertexShader(const String &vs_path)vl::Terraininline
setWidth(double w)vl::Terraininline
shaderNode() constvl::Terraininline
shaderNode()vl::Terraininline
Terrain()vl::Terraininline
terrainTexture() constvl::Terraininline
terrainTextureFormat() constvl::Terraininline
tree() constvl::SceneManagerBVH< ActorKdTree >inline
tree()vl::SceneManagerBVH< ActorKdTree >inline
useGLSL() constvl::Terraininline
vertexShader() constvl::Terraininline
width() constvl::Terraininline
~Object()vl::Objectprotectedvirtual