# Visualization Library

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::Actor | `[inline]`
actorEventCallbacks() const | vl::Actor | `[inline]`
actorEventCallbacks() | vl::Actor | `[inline]`
as() | vl::Object | `[inline]`
as() const | vl::Object | `[inline]`
automaticDelete() const | vl::Object | `[inline]`
boundingBox() const | vl::Actor | `[inline]`
boundingBoxSafe() | vl::Actor | `[inline]`
boundingSphere() const | vl::Actor | `[inline]`
boundingSphereSafe() | vl::Actor | `[inline]`
boundsDirty() const | vl::Actor |
className() | vl::Actor | `[inline, virtual]`
computeBounds() | vl::Actor |
createOcclusionQuery() | vl::Actor |
decReference() | vl::Object | `[inline]`
deleteOcclusionQuery() | vl::Actor |
dispatchOnActorDelete() | vl::Actor | `[inline]`
dispatchOnActorRenderStarted(Real frame_clock, const Camera *camera, Renderable *renderable, const Shader *shader, int pass) | vl::Actor | `[inline]`
effect() | vl::Actor | `[inline]`
effect() const | vl::Actor | `[inline]`
enableMask() const | vl::Actor | `[inline]`
eraseAllUniforms() | vl::Actor |
eraseUniform(const std::string &name) | vl::Actor |
eraseUniform(const Uniform *uniform) | vl::Actor |
evaluateLOD(Camera *camera) | vl::Actor |
getUniform(const std::string &name) | vl::Actor |
getUniform(const std::string &name) const | vl::Actor |
getUniformSet() const | vl::Actor | `[inline]`
getUniformSet() | vl::Actor | `[inline]`
gocUniform(const std::string &name) | vl::Actor |
gocUniformSet() | vl::Actor | `[inline]`
incReference() | vl::Object | `[inline]`
isOccludee() const | vl::Actor | `[inline]`
lod(int lod_index) const | vl::Actor | `[inline]`
lodEvaluator() | vl::Actor | `[inline]`
lodEvaluator() const | vl::Actor | `[inline]`
mAABB | vl::Actor | `[protected]`
mActorEventCallbacks | vl::Actor | `[protected]`
mAutomaticDelete | vl::Object | `[protected]`
mBoundsUpdateTick | vl::Actor | `[protected]`
mEffect | vl::Actor | `[protected]`
mEnableMask | vl::Actor | `[protected]`
mIsOccludee | vl::Actor | `[protected]`
mLODEvaluator | vl::Actor | `[protected]`
mObjectName | vl::Object | `[protected]`
mOcclusionQuery | vl::Actor | `[protected]`
mOcclusionQueryTick | vl::Actor | `[protected]`
mRefCountMutex | vl::Object | `[protected]`
mReferenceCount | vl::Object | `[protected]`
mRenderables | vl::Actor | `[protected]`
mRenderBlock | vl::Actor | `[protected]`
mRenderRank | vl::Actor | `[protected]`
mScissor | vl::Actor | `[protected]`
mSphere | vl::Actor | `[protected]`
mTransform | vl::Actor | `[protected]`
mTransformUpdateTick | vl::Actor | `[protected]`
mUniformSet | vl::Actor | `[protected]`
Object() | vl::Object | `[inline]`
Object(const Object &other) | vl::Object | `[inline]`
objectName() const | vl::Object | `[inline]`
occlusionQuery() const | vl::Actor | `[inline]`
occlusionQueryTick() const | vl::Actor | `[inline]`
operator=(const Object &other) | vl::Object | `[inline]`
refCountMutex() | vl::Object | `[inline]`
refCountMutex() const | vl::Object | `[inline]`
referenceCount() const | vl::Object | `[inline]`
renderBlock() const | vl::Actor | `[inline]`
renderRank() const | vl::Actor | `[inline]`
scissor() const | vl::Actor | `[inline]`
scissor() | vl::Actor | `[inline]`
setAutomaticDelete(bool autodel_on) | vl::Object | `[inline]`
setEffect(Effect *effect) | vl::Actor | `[inline]`
setEnableMask(unsigned int mask) | vl::Actor | `[inline]`
setLod(int lod_index, Renderable *renderable) | vl::Actor | `[inline]`
setLODEvaluator(LODEvaluator *lod_evaluator) | vl::Actor | `[inline]`
setLODs(Renderable *lod0, Renderable *lod1=NULL, Renderable *lod2=NULL, Renderable *lod3=NULL, Renderable *lod4=NULL, Renderable *lod5=NULL) | vl::Actor |
setObjectName(const std::string &name) | vl::Object | `[inline]`
setOccludee(bool is_occludee) | vl::Actor | `[inline]`
setOcclusionQueryTick(unsigned tick) | vl::Actor | `[inline]`
setRefCountMutex(IMutex *mutex) | vl::Object | `[inline]`
setRenderBlock(int block) | vl::Actor | `[inline]`
setRenderRank(int rank) | vl::Actor | `[inline]`
setScissor(Scissor *scissor) | vl::Actor | `[inline]`
setTransform(Transform *transform) | vl::Actor | `[inline]`
setUniform(Uniform *uniform) | vl::Actor |
setUniformSet(UniformSet *uniforms) | vl::Actor | `[inline]`
transform() | vl::Actor | `[inline]`
transform() const | vl::Actor | `[inline]`
uniforms() const | vl::Actor |
uniforms() | vl::Actor |
~Actor() | vl::Actor | `[virtual]`
~Object() | vl::Object | `[protected, virtual]`

Visualization Library v2011.05.1142 Reference Documentation
Copyright 2005-2011 Michele Bosi. All rights reserved.
Updated on Thu May 26 2011 22:51:37.
Permission is granted to use this page to write and publish articles regarding Visualization Library.