Vegastrike 0.5.1 rc1  1.0
Original sources for Vegastrike Evolved
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Box Member List

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

AddDamageFX(const Vector &LocalPos, const Vector &LocalNorm, const float percentage, const GFXColor &color=GFXColor(1, 1, 1, 1))Mesh
alphatestMeshprotected
animationSequencesMeshprotectedstatic
blendDstMeshprotected
blendSrcMeshprotected
Box(const Vector &cornermin, const Vector &cornermax)Box
clipRadialSize() const Meshinlinevirtual
convexMeshprotected
Mesh::corner_max()Meshinline
Mesh::corner_min()Meshinline
DecalMeshprotected
detailPlanesMeshprotected
detailTextureMeshprotected
Draw(float lod, const Matrix &m=identity_matrix, float toofar=1, int cloak=-1, float nebdist=0, unsigned char damage=0, bool renormalize_normals=false, const MeshFX *mfx=NULL)Mesh
draw_queueMeshprotected
draw_sequenceMeshprotected
DrawNow(float lod, bool centered, const Matrix &m=identity_matrix, int cloak=-1, float nebdist=0)Mesh
EnableSpecialFX()Mesh
envMapAndLitMeshprotected
forceCullFace(GFXBOOL newValue)Meshinline
forcelogosMeshprotected
Fork(Mesh *&one, Mesh *&two, float a, float b, float c, float d)Mesh
framespersecondMeshprotected
getBlendDst() const Meshinline
getBlendSrc() const Meshinline
getBoundingBox()Mesh
getConvex() const Meshinline
getCullFaceForcedOff() const Meshinline
getCullFaceForcedOn() const Meshinline
getCurrentFrame() const Mesh
getEnvMap() const Meshinline
getFramesPerSecond() const Mesh
getLighting() const Meshinline
getLOD(float lod, bool bBypassDamping=true)Meshprotected
GetMaterial() const Mesh
getNumAnimationFrames(const string &which=string()) const Mesh
getNumLOD() const Mesh
getNumTextureFrames() const Mesh
GetPolys(vector< mesh_polygon > &)Mesh
getTechnique() const Meshinline
getTextureCumulativeTime() const Mesh
getTextureFramesPerSecond() const Mesh
getVertexList() const Mesh
HasBeenDrawn() const Meshinline
hash_nameMeshprotected
initTechnique(const string &technique)Mesh
InitUnit()Meshprotected
LoadExistant(Mesh *mesh)Mesh
LoadExistant(const string filehash, const Vector &scale, int faction)Mesh
LoadMesh(const char *filename, const Vector &scalex, int faction, class Flightgroup *fg, const std::vector< std::string > &textureOverride=std::vector< std::string >())Meshstatic
LoadMeshes(const char *filename, const Vector &scalex, int faction, class Flightgroup *fg, const std::vector< std::string > &textureOverride=std::vector< std::string >())Meshstatic
LoadMeshes(VSFileSystem::VSFile &f, const Vector &scalex, int faction, class Flightgroup *fg, std::string hash_name, const std::vector< std::string > &textureOverride=std::vector< std::string >())Meshstatic
local_posMeshprotected
LocalFXMeshprotected
lodsizeMeshprotected
Mesh(std::string filename, const Vector &scalex, int faction, class Flightgroup *fg, bool orig=false)Meshprotected
Mesh()Mesh
Mesh(const Mesh &m)Mesh
meshHashTableMeshprotectedstatic
MeshType() const Meshinlinevirtual
mnMeshprotected
mxMeshprotected
myMatNumMeshprotected
numforcelogoMeshprotected
numFX() const Meshinline
numlodsMeshprotected
numsquadlogoMeshprotected
numTextures() const Meshinline
origMeshprotected
polygon_offsetMeshprotected
Position() const Meshinline
PostProcessLoading(struct MeshXML *xml, const vector< string > &overrideTexture)Meshprotected
ProcessDrawQueue(int whichdrawqueue)Box
Mesh::ProcessDrawQueue(size_t whichpass, int whichdrawqueue, bool zsort, const QVector &sortctr)Meshvirtual
ProcessUndrawnMeshes(bool pushSpecialEffects=false, bool nocamerasetup=false)Meshstatic
ProcessZFarMeshes(bool nocamerasetup=false)Meshstatic
queryBoundingBox(const QVector &start, const float err) const Mesh
queryBoundingBox(const QVector &start, const QVector &end, const float err) const Mesh
radialSizeMeshprotected
refcountMeshprotected
RestoreCullFace(int whichdrawqueue)Meshvirtual
rSize() const Meshinline
SelectCullFace(int whichdrawqueue)Meshvirtual
SetBlendMode(BLENDFUNC src, BLENDFUNC dst, bool lodcascade=false)Mesh
setConvex(bool b)Mesh
setCurrentFrame(float)Mesh
setEnvMap(GFXBOOL newValue, bool lodcascade=false)Meshinline
setLighting(GFXBOOL newValue, bool lodcascade=false)Meshinline
SetMaterial(const GFXMaterial &mat)Mesh
setTechnique(TechniquePtr tech)Meshinline
setTextureCumulativeTime(double)Mesh
setVertexList(GFXVertexList *_vlist)Mesh
setVirtualBoundingBox(const Vector &mn, const Vector &mx, float rsize)Meshinline
squadlogosMeshprotected
techniqueMeshprotected
texture(int i) const Meshinline
UnDraw()Meshinline
UpdateFX(float ttime)Mesh
vlistMeshprotected
will_be_drawnMeshprotected
~Mesh()Meshvirtual