|
| XMesh (BaseGame *inGame) |
|
virtual bool | loadFromXData (const Common::String &filename, XFileData *xobj, Common::Array< MaterialReference > &materialReferences) |
|
bool | findBones (FrameNode *rootFrame) |
|
virtual bool | update (FrameNode *parentFrame) |
|
virtual bool | render (XModel *model)=0 |
|
virtual bool | renderFlatShadowModel ()=0 |
|
bool | updateShadowVol (ShadowVolume *shadow, Math::Matrix4 &modelMat, const Math::Vector3d &light, float extrusionDepth) |
|
bool | pickPoly (Math::Vector3d *pickRayOrig, Math::Vector3d *pickRayDir) |
|
bool | setMaterialSprite (const Common::String &matName, BaseSprite *sprite) |
|
bool | setMaterialTheora (const Common::String &matName, VideoTheoraPlayer *theora) |
|
bool | invalidateDeviceObjects () |
|
bool | restoreDeviceObjects () |
|
| BaseNamedObject (BaseGame *inGame) |
|
| BaseNamedObject (TDynamicConstructor, TDynamicConstructor) |
|
const char * | getName () const |
|
void | setName (const char *name) |
|
bool | setEditorProp (const Common::String &propName, const Common::String &propValue) |
|
Common::String | getEditorProp (const Common::String &propName, const Common::String &initVal=Common::String()) |
|
| BaseClass (TDynamicConstructor, TDynamicConstructor) |
|
bool | parseEditorProperty (char *buffer, bool complete=true) |
|
virtual bool | saveAsText (BaseDynamicBuffer *buffer, int indent=0) |
|
| BaseClass (BaseGame *GameOwner) |
|
virtual const char * | getClassName () |
|
virtual bool | persist (BasePersistenceManager *persistMgr) |
|
|
Math::Vector3d | _BBoxStart |
|
Math::Vector3d | _BBoxEnd |
|
char * | _name |
|
bool | _persistable |
|
BaseGame * | _gameRef |
|
|
void | updateBoundingBox () |
|
The documentation for this class was generated from the following file:
- engines/wintermute/base/gfx/xmesh.h