Visualization Library v1.0.3

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

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vl::Actor Member List

This is the complete list of members for vl::Actor, 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]
mAABBvl::Actor [protected]
mActorEventCallbacksvl::Actor [protected]
mAutomaticDeletevl::Object [protected]
mBoundsUpdateTickvl::Actor [protected]
mEffectvl::Actor [protected]
mEnableMaskvl::Actor [protected]
mIsOccludeevl::Actor [protected]
mLODEvaluatorvl::Actor [protected]
mObjectNamevl::Object [protected]
mOcclusionQueryvl::Actor [protected]
mOcclusionQueryTickvl::Actor [protected]
mRefCountMutexvl::Object [protected]
mReferenceCountvl::Object [mutable, protected]
mRenderablesvl::Actor [protected]
mRenderBlockvl::Actor [protected]
mRenderRankvl::Actor [protected]
mScissorvl::Actor [protected]
mSpherevl::Actor [protected]
mTransformvl::Actor [protected]
mTransformUpdateTickvl::Actor [protected]
mUniformSetvl::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]

Visualization Library v1.0.3 Reference Documentation
Copyright Michele Bosi. All rights reserved.
Updated on Tue Feb 7 2017 00:55:08.
Permission is granted to use this page to write and publish articles regarding Visualization Library.