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# vl::Terrain Member List

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

appendActors(ActorCollection &list) | vl::SceneManagerBVH< ActorKdTree > | `[inline, virtual]`
appendVisibleActors(ActorCollection &list, const Camera *camera) | vl::SceneManagerBVH< ActorKdTree > | `[inline, virtual]`
as() | vl::Object | `[inline]`
as() const | vl::Object | `[inline]`
automaticDelete() const | vl::Object | `[inline]`
boundingBox() const | vl::SceneManager | `[inline]`
boundingSphere() const | vl::SceneManager | `[inline]`
boundsDirty() const | vl::SceneManager | `[inline]`
chunk(int i) | vl::Terrain | `[inline]`
chunk(int i) const | vl::Terrain | `[inline]`
chunkCount() const | vl::Terrain | `[inline]`
chunks() const | vl::Terrain | `[inline]`
className() | vl::Terrain | `[inline, virtual]`
computeBounds() | vl::SceneManager | `[virtual]`
cullingEnabled() const | vl::SceneManager | `[inline]`
decReference() | vl::Object | `[inline]`
depth() const | vl::Terrain | `[inline]`
detailRepetitionMode() const | vl::Terrain | `[inline]`
detailTexture() const | vl::Terrain | `[inline]`
detailTextureFormat() const | vl::Terrain | `[inline]`
enableMask() const | vl::SceneManager | `[inline]`
fragmentShader() const | vl::Terrain | `[inline]`
height() const | vl::Terrain | `[inline]`
heightmapTexture() const | vl::Terrain | `[inline]`
heightmapTextureFormat() const | vl::Terrain | `[inline]`
incReference() | vl::Object | `[inline]`
init() | vl::Terrain |
isEnabled(Actor *a) | vl::SceneManager | `[inline]`
mAABB | vl::SceneManager | `[protected]`
mBoundingVolumeTree | vl::SceneManagerBVH< ActorKdTree > | `[protected]`
mBoundsDirty | vl::SceneManager | `[protected]`
mChunks | vl::Terrain | `[protected]`
mCullingEnabled | vl::SceneManager | `[protected]`
mDepth | vl::Terrain | `[protected]`
mDetailRepetitionCount | vl::Terrain | `[protected]`
mDetailTexture | vl::Terrain | `[protected]`
mDetailTextureFormat | vl::Terrain | `[protected]`
mEnableMask | vl::SceneManager | `[protected]`
mFragmentShader | vl::Terrain | `[protected]`
mHeight | vl::Terrain | `[protected]`
mHeightmapTexture | vl::Terrain | `[protected]`
mHeightmapTextureFormat | vl::Terrain | `[protected]`
mName | vl::Object | `[protected]`
mOrigin | vl::Terrain | `[protected]`
mShaderNode | vl::Terrain | `[protected]`
mSphere | vl::SceneManager | `[protected]`
mTerrainTexture | vl::Terrain | `[protected]`
mTerrainTextureFormat | vl::Terrain | `[protected]`
mUseGLSL | vl::Terrain | `[protected]`
mVertexShader | vl::Terrain | `[protected]`
mWidth | vl::Terrain | `[protected]`
name() const | vl::Object | `[inline]`
Object() | vl::Object | `[inline]`
Object(const Object &other) | vl::Object | `[inline]`
operator=(const Object &other) | vl::Object | `[inline]`
origin() const | vl::Terrain | `[inline]`
referenceCount() const | vl::Object | `[inline]`
SceneManager() | vl::SceneManager |
SceneManagerActorKdTree() | vl::SceneManagerActorKdTree | `[inline]`
setAutomaticDelete(bool autodel_on) | vl::Object | `[inline]`
setBoundingBox(const AABB &bbox) | vl::SceneManager | `[inline]`
setBoundingSphere(const Sphere &sphere) | vl::SceneManager | `[inline]`
setBoundsDirty(bool dirty) | vl::SceneManager | `[inline]`
setCullingEnabled(bool enable) | vl::SceneManager | `[inline]`
setDepth(double d) | vl::Terrain | `[inline]`
setDetailRepetitionCount(int count) | vl::Terrain | `[inline]`
setDetailTexture(const String &texture) | vl::Terrain | `[inline]`
setDetailTextureFormat(ETextureFormat format) | vl::Terrain | `[inline]`
setEnableMask(unsigned int enabled) | vl::SceneManager | `[inline]`
setFragmentShader(const String &fs_path) | vl::Terrain | `[inline]`
setHeight(double h) | vl::Terrain | `[inline]`
setHeightmapTexture(const String &texture) | vl::Terrain | `[inline]`
setHeightmapTextureFormat(ETextureFormat format) | vl::Terrain | `[inline]`
setName(const std::string &name) | vl::Object | `[inline]`
setOrigin(const vec3 &origin) | vl::Terrain | `[inline]`
setTerrainTexture(const String &texture) | vl::Terrain | `[inline]`
setTerrainTextureFormat(ETextureFormat format) | vl::Terrain | `[inline]`
setTree(ActorKdTree *bbh) | vl::SceneManagerBVH< ActorKdTree > | `[inline]`
setUseGLSL(bool enable) | vl::Terrain | `[inline]`
setVertexShader(const String &vs_path) | vl::Terrain | `[inline]`
setWidth(double w) | vl::Terrain | `[inline]`
shaderNode() const | vl::Terrain | `[inline]`
shaderNode() | vl::Terrain | `[inline]`
Terrain() | vl::Terrain | `[inline]`
terrainTexture() const | vl::Terrain | `[inline]`
terrainTextureFormat() const | vl::Terrain | `[inline]`
tree() const | vl::SceneManagerBVH< ActorKdTree > | `[inline]`
tree() | vl::SceneManagerBVH< ActorKdTree > | `[inline]`
useGLSL() const | vl::Terrain | `[inline]`
vertexShader() const | vl::Terrain | `[inline]`
width() const | vl::Terrain | `[inline]`
~Object() | vl::Object | `[protected, virtual]`

Visualization Library v2009.08 Reference Documentation
Copyright 2005-2009 Michele Bosi. All rights reserved.
Updated on Sun Nov 8 14:29:07 2009.
Permission is granted to use this page to write and publish articles regarding Visualization Library.