_exploitEnergy | LocalShader | [protected] |
_facetMode | GLShader | [protected] |
_illum_edges(Mesh &) const | GLShader | [protected] |
_illum_facets(GLenum, Mesh &) const | GLShader | [protected] |
_illum_vertices(Mesh &) const | GLShader | [protected] |
_meshDensity | GLShader | [protected] |
_meshMode | GLShader | [protected] |
_pDefaultDiffBRDF | Shader | [protected] |
_pDefaultSpecBRDF | Shader | [protected] |
_pReflectionModel | Shader | [protected] |
_pScene | Shader | [protected] |
_pShape | Shader | [protected] |
_shadingMode | GLShader | [protected] |
_use_precomputed_energy(PolygonalEnergy &) const | GLShader | [protected] |
AUTO enum value | GLShader | |
BACK enum value | GLShader | |
COLOR enum value | GLShader | |
distributeEnergy(void) | LocalShader | [inline, virtual] |
EDGES enum value | GLShader | |
FACET_CORNERS enum value | GLShader | |
FACET_EDGES enum value | GLShader | |
FacetMode enum name | GLShader | |
FACETS enum value | GLShader | |
FLAT enum value | GLShader | |
FRONT enum value | GLShader | |
FRONT_AND_BACK enum value | GLShader | |
getMeshDensity() const | GLShader | [inline, virtual] |
GLShader(MeshMode mmode=FACETS, ShadingMode smode=SMOOTH, int density=1, FacetMode fmode=AUTO) | GLShader | [inline] |
illuminatePoint(const Vector3 &location, const Vector3 &normal, const Vector3 &eyeDir, float eyeDist, double *pNV, const Matrix4 *pTrMat) | GLShader | [inline, virtual] |
LocalShader(ReflectionModel *m, DiffuseBRDF *db, SpecularBRDF *sb, bool e) | LocalShader | [inline] |
MeshMode enum name | GLShader | |
setMeshDensity(int d) | GLShader | [inline, virtual] |
setRenderedShape(SceneGraphObject *pShape, const Matrix4 *pTrMat) | GLShader | [virtual] |
setScene(Scene *o) | Shader | [inline, virtual] |
Shader(ReflectionModel *m, DiffuseBRDF *db, SpecularBRDF *sb) | Shader | [inline] |
ShadingMode enum name | GLShader | |
SMOOTH enum value | GLShader | |
TEXTURE enum value | GLShader | |
VERTICES enum value | GLShader | |
~GLShader() | GLShader | [inline, virtual] |
~GRAObject() | GRAObject | [inline, virtual] |
~Shader() | Shader | [inline, virtual] |