, including all inherited members.
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] |
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] |
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 | [mutable, protected] |
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] |
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] |
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 | [protected, virtual] |