GLC_3DViewCollection Member List

This is the complete list of members for GLC_3DViewCollection, including all inherited members.
add(const GLC_3DViewInstance &, GLC_uint shaderID=0)GLC_3DViewCollection
bindShader(GLC_uint shaderId)GLC_3DViewCollection
bindSpacePartitioning(GLC_SpacePartitioning *)GLC_3DViewCollection
boundingBox(bool allObject=false)GLC_3DViewCollection
changeShadingGroup(GLC_uint instanceId, GLC_uint shaderId)GLC_3DViewCollection
clear(void)GLC_3DViewCollection
contains(GLC_uint key) const GLC_3DViewCollection [inline]
drawableObjectsSize() const GLC_3DViewCollection
GLC_3DViewCollection()GLC_3DViewCollection
glDraw(GLC_uint groupID, glc::RenderFlag renderFlag)GLC_3DViewCollection [private]
glDrawInstancesOf(PointerViewInstanceHash *, glc::RenderFlag)GLC_3DViewCollection [inline, private]
hideAll()GLC_3DViewCollection
instanceHandle(GLC_uint Key)GLC_3DViewCollection
instanceNamesFromShadingGroup(GLuint) const GLC_3DViewCollection
instancesHandle()GLC_3DViewCollection
isEmpty() const GLC_3DViewCollection [inline]
isInAShadingGroup(GLC_uint key) const GLC_3DViewCollection [inline]
isSelected(GLC_uint key) const GLC_3DViewCollection [inline]
isViewable() const GLC_3DViewCollection [inline]
m_3DViewInstanceHashGLC_3DViewCollection [private]
m_IsInShowSateGLC_3DViewCollection [private]
m_IsViewableGLC_3DViewCollection [private]
m_MainInstancesGLC_3DViewCollection [private]
m_pSpacePartitioningGLC_3DViewCollection [private]
m_pViewportGLC_3DViewCollection [private]
m_SelectedInstancesGLC_3DViewCollection [private]
m_ShadedPointerViewInstanceHashGLC_3DViewCollection [private]
m_ShaderGroupGLC_3DViewCollection [private]
m_UseLodGLC_3DViewCollection [private]
m_UseSpacePartitioningGLC_3DViewCollection [private]
numberOfUsedShadingGroup() const GLC_3DViewCollection
remove(GLC_uint instanceId)GLC_3DViewCollection
render(GLuint, glc::RenderFlag)GLC_3DViewCollection
renderShaderGroup(glc::RenderFlag)GLC_3DViewCollection
select(GLC_uint instanceId, bool primitive=false)GLC_3DViewCollection
selectAll(bool allShowState=false)GLC_3DViewCollection
selection()GLC_3DViewCollection [inline]
selectionSize(void) const GLC_3DViewCollection [inline]
setAttachedViewport(GLC_Viewport *pViewport)GLC_3DViewCollection [inline]
setLodUsage(const bool usage, GLC_Viewport *pView)GLC_3DViewCollection [inline]
setPolygonModeForAll(GLenum face, GLenum mode)GLC_3DViewCollection
setSpacePartitionningUsage(bool use)GLC_3DViewCollection [inline]
setVboUsage(bool usage)GLC_3DViewCollection
setViewable(bool viewable)GLC_3DViewCollection [inline]
setVisibility(const GLC_uint instanceId, const bool visible)GLC_3DViewCollection
shadingGroup(GLC_uint key) const GLC_3DViewCollection [inline]
showAll()GLC_3DViewCollection
showState() const GLC_3DViewCollection [inline]
size(void) const GLC_3DViewCollection [inline]
spacePartitioningHandle()GLC_3DViewCollection [inline]
spacePartitioningIsUsed() const GLC_3DViewCollection [inline]
swapShowState()GLC_3DViewCollection [inline]
unBindAllShader()GLC_3DViewCollection
unBindShader(GLC_uint shaderId)GLC_3DViewCollection
unbindSpacePartitioning()GLC_3DViewCollection
unselect(GLC_uint instanceId)GLC_3DViewCollection
unselectAll()GLC_3DViewCollection
updateInstanceViewableState(GLC_Matrix4x4 *pMatrix=NULL)GLC_3DViewCollection
updateInstanceViewableState(const GLC_Frustum &)GLC_3DViewCollection
viewableInstancesHandle()GLC_3DViewCollection
visibleInstancesHandle()GLC_3DViewCollection
~GLC_3DViewCollection()GLC_3DViewCollection [virtual]

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