Visualization Library 2.0.0-b3

A lightweight C++ OpenGL middleware for 2D/3D graphics

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vl::Actor Member List

This is the complete list of members for vl::Actor, including all inherited members.

Actor(Renderable *renderable=NULL, Effect *effect=NULL, Transform *transform=NULL, int block=0, int rank=0)vl::Actorinline
actorEventCallbacks() constvl::Actorinline
actorEventCallbacks()vl::Actorinline
as()vl::Objectinline
as() constvl::Objectinline
automaticDelete() constvl::Objectinline
boundingBox() constvl::Actorinline
boundingBoxSafe()vl::Actorinline
boundingSphere() constvl::Actorinline
boundingSphereSafe()vl::Actorinline
boundsDirty() constvl::Actor
computeBounds()vl::Actor
createOcclusionQuery()vl::Actor
decReference()vl::Objectinline
deleteOcclusionQuery()vl::Actor
dispatchOnActorDelete()vl::Actorinline
dispatchOnActorRenderStarted(real frame_clock, const Camera *camera, Renderable *renderable, const Shader *shader, int pass)vl::Actorinline
effect()vl::Actorinline
effect() constvl::Actorinline
enableMask() constvl::Actorinline
eraseAllUniforms()vl::Actor
eraseUniform(const char *name)vl::Actor
eraseUniform(const Uniform *uniform)vl::Actor
evaluateLOD(Camera *camera)vl::Actor
getUniform(const char *name)vl::Actor
getUniform(const char *name) constvl::Actor
getUniformSet() constvl::Actorinline
getUniformSet()vl::Actorinline
gocUniform(const char *name)vl::Actor
gocUniformSet()vl::Actorinline
incReference() constvl::Objectinline
isEnabled() constvl::Actorinline
isOccludee() constvl::Actorinline
lod(int lod_index) constvl::Actorinline
lod(int lod_index)vl::Actorinline
lodEvaluator()vl::Actorinline
lodEvaluator() constvl::Actorinline
mAABBvl::Actorprotected
mActorEventCallbacksvl::Actorprotected
mAutomaticDeletevl::Objectprotected
mBoundsUpdateTickvl::Actorprotected
mEffectvl::Actorprotected
mEnabledvl::Actorprotected
mEnableMaskvl::Actorprotected
mIsOccludeevl::Actorprotected
mLODEvaluatorvl::Actorprotected
mObjectNamevl::Objectprotected
mOcclusionQueryvl::Actorprotected
mOcclusionQueryTickvl::Actorprotected
mRefCountMutexvl::Objectprotected
mReferenceCountvl::Objectmutableprotected
mRenderablesvl::Actorprotected
mRenderBlockvl::Actorprotected
mRenderRankvl::Actorprotected
mScissorvl::Actorprotected
mSpherevl::Actorprotected
mTransformvl::Actorprotected
mTransformUpdateTickvl::Actorprotected
mUniformSetvl::Actorprotected
Object()vl::Objectinline
Object(const Object &other)vl::Objectinline
objectName() constvl::Objectinline
occlusionQuery() constvl::Actorinline
occlusionQueryTick() constvl::Actorinline
operator=(const Object &other)vl::Objectinline
refCountMutex()vl::Objectinline
refCountMutex() constvl::Objectinline
referenceCount() constvl::Objectinline
renderBlock() constvl::Actorinline
renderRank() constvl::Actorinline
scissor() constvl::Actorinline
scissor()vl::Actorinline
setAutomaticDelete(bool autodel_on)vl::Objectinline
setEffect(Effect *effect)vl::Actorinline
setEnabled(bool enabled)vl::Actorinline
setEnableMask(unsigned int mask)vl::Actorinline
setLod(int lod_index, Renderable *renderable)vl::Actorinline
setLODEvaluator(LODEvaluator *lod_evaluator)vl::Actorinline
setLODs(Renderable *lod0, Renderable *lod1=NULL, Renderable *lod2=NULL, Renderable *lod3=NULL, Renderable *lod4=NULL, Renderable *lod5=NULL)vl::Actor
setObjectName(const char *name)vl::Objectinline
setObjectName(const std::string &name)vl::Objectinline
setOccludee(bool is_occludee)vl::Actorinline
setOcclusionQueryTick(unsigned tick)vl::Actorinline
setRefCountMutex(IMutex *mutex)vl::Objectinline
setRenderBlock(int block)vl::Actorinline
setRenderRank(int rank)vl::Actorinline
setScissor(Scissor *scissor)vl::Actorinline
setTransform(Transform *transform)vl::Actorinline
setUniform(Uniform *uniform)vl::Actor
setUniformSet(UniformSet *uniforms)vl::Actorinline
transform()vl::Actorinline
transform() constvl::Actorinline
uniforms() constvl::Actor
uniforms()vl::Actor
~Actor()vl::Actorvirtual
~Object()vl::Objectprotectedvirtual