SLProject  4.2.000
A platform independent 3D computer graphics framework for desktop OS, Android, iOS and online in web browsers
SLPolygon Member List

This is the complete list of members for SLPolygon, including all inherited members.

_accelStructSLMeshprotected
_accelStructIsOutOfDateSLMeshprotected
_cornersSLPolygonprotected
_edgeAngleDEGSLMeshprotected
_edgeColorSLMeshprotected
_edgeWidthSLMeshprotected
_finalNSLMeshprotected
_finalPSLMeshprotected
_isCPUSkinnedSLMeshprotected
_isSelectedSLMeshprotected
_isVolumeSLMeshprotected
_jointMatricesSLMeshprotected
_matSLMeshprotected
_matOutSLMeshprotected
_nameSLObjectprotected
_primitiveSLMeshprotected
_skeletonSLMeshprotected
_urlSLObjectprotected
_uv1SLPolygonprotected
_vaoSLMeshprotected
_vaoNSLMeshprotected
_vaoSSLMeshprotected
_vaoTSLMeshprotected
_vertexPosEpsilonSLMeshprotected
accelStructIsOutOfDate()SLMeshinline
addStats(SLNodeStats &stats)SLMesh
buildAABB(SLAABBox &aabb, const SLMat4f &wmNode)SLMeshvirtual
buildMesh(SLMaterial *mat)SLPolygon
CSLMesh
calcCenterRad(SLVec3f &center, SLfloat &radius)SLMesh
calcMinMax()SLMeshvirtual
calcNormals()SLMeshvirtual
calcTangents()SLMeshprivate
calcTex3DMatrix(SLNode *node)SLMeshstatic
computeHardEdgesIndices(float angleRAD, float epsilon)SLMesh
deleteData()SLMeshvirtual
deleteDataGpu()SLMeshvirtual
deleteSelected(SLNode *node)SLMesh
deleteUnused()SLMesh
deselectPartialSelection()SLMesh
draw(SLSceneView *sv, SLNode *node, SLuint intances=0)SLMeshvirtual
drawIntoDepthBuffer(SLSceneView *sv, SLNode *node, SLMaterial *depthMat)SLMesh
drawSelectedVertices()SLMeshprivate
edgeAngleDEG() constSLMeshinline
edgeAngleDEG(SLfloat ea)SLMeshinline
edgeColor() constSLMeshinline
edgeColor(const SLCol4f &ec)SLMeshinline
edgeWidth() constSLMeshinline
edgeWidth(SLfloat ew)SLMeshinline
finalN(SLuint i)SLMeshinline
finalP(SLuint i)SLMeshinline
generateVAO(SLGLVertexArray &vao)SLMeshvirtual
handleRectangleSelection(SLSceneView *sv, SLGLState *stateGL, SLNode *node)SLMeshprivate
hit(SLRay *ray, SLNode *node)SLMesh
hitTriangleOS(SLRay *ray, SLNode *node, SLuint iT)SLMesh
I16SLMesh
I32SLMesh
IE16SLMesh
IE32SLMesh
init(SLNode *node)SLMeshvirtual
IS32SLMesh
isSelected() constSLMeshinline
isSelected(bool isSelected)SLMeshinline
JiSLMesh
JwSLMesh
mat() constSLMeshinline
mat(SLMaterial *m)SLMeshinline
matOut() constSLMeshinline
matOut(SLMaterial *m)SLMeshinline
maxPSLMesh
minPSLMesh
NSLMesh
name(const SLstring &Name)SLObjectinline
name() constSLObjectinline
numI() constSLMeshinline
PSLMesh
preShade(SLRay *ray)SLMeshvirtual
primitive() constSLMeshinline
primitive(SLGLPrimitiveType pt)SLMeshinline
skeleton() constSLMeshinline
skeleton(SLAnimSkeleton *skel)SLMeshinline
skinnedNSLMesh
skinnedPSLMesh
SLMesh(SLAssetManager *assetMgr, const SLstring &name="Mesh")SLMeshexplicit
SLObject(const SLstring &Name="", const SLstring &url="")SLObjectinline
SLPolygon(SLAssetManager *assetMgr, const SLVVec3f &corner, const SLstring &name="polygon mesh", SLMaterial *mat=nullptr)SLPolygon
SLPolygon(SLAssetManager *assetMgr, const SLVVec3f &corners, const SLVVec2f &texcoords, const SLstring &name="polygon mesh", SLMaterial *mat=nullptr)SLPolygon
SLPolygon(SLAssetManager *assetMgr, SLfloat width, SLfloat height, const SLstring &name, SLMaterial *mat=nullptr)SLPolygon
TSLMesh
transformSkin(bool forceCPUSkinning, const std::function< void(SLMesh *)> &cbInformNodes)SLMesh
updateAccelStruct()SLMesh
url(const SLstring &url)SLObjectinline
url() constSLObjectinline
UVSLMesh
vao()SLMeshinline
vertexPosEpsilon(SLfloat eps)SLMeshinline
~SLMesh() overrideSLMesh
~SLObject()SLObjectinlinevirtual