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RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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This is the complete list of members for CLMesh, including all inherited members.
| autorelease() | CObject | |
| CLMesh(void) | CLMesh | |
| CLMesh(const CLMesh &mesh) | CLMesh | |
| CObject() | CObject | |
| CObject(const CObject &object) | CObject | explicit |
| copyValuesFromObject(const CLMesh &mesh) | CLMesh | protectedvirtual |
| CObject::copyValuesFromObject(const CObject &object) | CObject | protectedvirtual |
| fixPolygonsArray(std::vector< CLPolygon > *polygons_array) | CLMesh | |
| getLocationsArrayHavingIndicesArray(CArray< T > *locations_array, CArray< int > *indices_array) | CLMesh | inline |
| getPolygonForTrianglesIndex(unsigned int index) | CLMesh | |
| getPolygonsArray() | CLMesh | |
| isValidCObject() const | CObject | |
| mapArray() const | CLMesh | |
| normals() const | CLMesh | |
| operator=(const CLMesh &mesh) | CLMesh | |
| CObject::operator=(const CObject &object) | CObject | |
| positions() const | CLMesh | |
| release() const | CObject | |
| retain() | CObject | |
| retainCount() const | CObject | |
| safeRelease(T *pointer) | CObject | inlinestatic |
| safeRelease(const char *pointer) | CObject | inlinestatic |
| safeReleaseArray(T *array) | CObject | inlinestatic |
| safeRetain(void *pointer) | CObject | inlinestatic |
| setMapArray(CArray< TextureCoord > *map_array) | CLMesh | |
| setNormals(CArray< btVector3 > *normals) | CLMesh | |
| setPositions(CArray< btVector3 > *positions) | CLMesh | |
| setTriangles(CArray< CLTriangles > *triangles_array) | CLMesh | |
| triangles() const | CLMesh | |
| ~CLMesh(void) | CLMesh | |
| ~CObject() | CObject | virtual |