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 |