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csEngine Member List

This is the complete list of members for csEngine, including all inherited members.
AddDynLight(csDynLight *dyn)csEngine
AddHalo(csLight *Light)csEngine
cache_mgrcsEngine
camera_positionscsEngine
CheckConsistency()csEngine
cleanupcsEngine
ClearRenderPriorities()csEngine [virtual]
collectionscsEngine
CreateBaseMaterial(iTextureWrapper *txt)csEngine [virtual]
CreateBaseMaterial(iTextureWrapper *txt, int num_layers, iTextureWrapper **wrappers, csTextureLayer *layers)csEngine [virtual]
CreateBlackTexture(const char *name, int w, int h, csColor *iTransp, int iFlags)csEngine [virtual]
CreateCamera()csEngine [virtual]
CreateDynLight(const csVector3 &pos, float radius, const csColor &color)csEngine [virtual]
CreateFrustumView()csEngine [virtual]
CreateLight(const char *name, const csVector3 &pos, float radius, const csColor &color, bool pseudoDyn)csEngine [virtual]
CreateLoaderContext(iRegion *region, bool curRegOnly)csEngine [virtual]
CreateMaterial(const char *iName, iTextureWrapper *texture)csEngine [virtual]
CreateMeshFactory(const char *classId, const char *name)csEngine [virtual]
CreateMeshFactory(iMeshObjectFactory *, const char *name)csEngine [virtual]
CreateMeshFactory(const char *name)csEngine [virtual]
CreateMeshWrapper(iMeshFactoryWrapper *factory, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))csEngine [virtual]
CreateMeshWrapper(iMeshObject *, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))csEngine [virtual]
CreateMeshWrapper(const char *classid, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))csEngine [virtual]
CreateMeshWrapper(const char *name)csEngine [virtual]
CreateObjectWatcher()csEngine [virtual]
CreateRegion(const char *name)csEngine [virtual]
CreateSector(const char *iName)csEngine [virtual]
CreateSectorWallsMesh(iSector *sector, const char *name)csEngine [virtual]
CreateTexture(const char *iName, const char *iFileName, csColor *iTransp, int iFlags)csEngine [virtual]
CreateThingMesh(iSector *sector, const char *name)csEngine [virtual]
csEngine(iBase *iParent)csEngine
current_cameracsEngine
current_enginecsEngine [static]
current_ienginecsEngine [static]
DecRef()=0iBase [pure virtual]
defaultRenderLoopcsEngine
DeleteAll()csEngine [virtual]
do_force_reviscsEngine [static]
do_rad_debugcsEngine [static]
Draw(iCamera *c, iClipper2D *clipper)csEngine [virtual]
eseqmgrcsEngine
FindCameraPosition(const char *name, iRegion *region=0)csEngine [virtual]
FindCollection(const char *name, iRegion *region=0)csEngine [virtual]
FindLight(const char *Name, bool RegionOnly=false) constcsEngine [virtual]
FindLightID(const char *light_id) constcsEngine [virtual]
FindMaterial(const char *name, iRegion *region=0)csEngine [virtual]
FindMeshFactory(const char *name, iRegion *region=0)csEngine [virtual]
FindMeshObject(const char *name, iRegion *region=0)csEngine [virtual]
FindSector(const char *name, iRegion *region=0)csEngine [virtual]
FindTexture(const char *name, iRegion *region=0)csEngine [virtual]
fogmethodcsEngine
ForceRelight(iRegion *region, iProgressMeter *meter)csEngine [virtual]
ForceRelight(iStatLight *light, iRegion *region)csEngine [virtual]
frame_heightcsEngine [static]
frame_widthcsEngine [static]
G2DcsEngine
G3DcsEngine
GetAlphaRenderPriority() constcsEngine [inline, virtual]
GetAmbientLight(csColor &c) constcsEngine [virtual]
GetBeginDrawFlags() constcsEngine [inline, virtual]
GetCacheManager()csEngine [virtual]
GetCameraPositions()csEngine [inline, virtual]
GetClearScreen() constcsEngine [inline, virtual]
GetClearZBuf() constcsEngine [inline, virtual]
GetCollections()csEngine [inline, virtual]
GetContext() constcsEngine [virtual]
GetCurrentDefaultRenderloop()csEngine [virtual]
GetDefaultAmbientLight(csColor &c) constcsEngine [virtual]
GetDefaultClearScreen() constcsEngine [inline, virtual]
GetDefaultClearZBuf() constcsEngine [inline, virtual]
GetDefaultMaxLightmapSize(int &w, int &h)csEngine [inline, virtual]
GetEngineSequenceManager()csEngine
GetFastMeshThresshold() constcsEngine [inline, virtual]
GetFirstDynLight() constcsEngine [virtual]
GetLastAnimationTime() constcsEngine [inline]
GetLightingCacheMode()csEngine [inline, virtual]
GetLightIterator(iRegion *region=0)csEngine [inline, virtual]
GetLightmapsRequirePO2() constcsEngine [inline, virtual]
GetMaterialList() constcsEngine [virtual]
GetMaterials() constcsEngine [inline]
GetMaxLightmapAspectRatio() constcsEngine [inline, virtual]
GetMaxLightmapSize(int &w, int &h)csEngine [inline, virtual]
GetMaxProcessPolygons()csEngine [inline, static]
GetMeshes()csEngine [inline, virtual]
GetMeshFactories()csEngine [inline, virtual]
GetNearbyLights(iSector *sector, const csVector3 &pos, uint32 flags, iLight **lights, int max_num_lights)csEngine [virtual]
GetNearbyLights(iSector *sector, const csBox3 &box, uint32 flags, iLight **lights, int max_num_lights)csEngine [virtual]
GetNearbyMeshes(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)csEngine [virtual]
GetNearbyObjects(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)csEngine [virtual]
GetNearbySectors(iSector *sector, const csVector3 &pos, float radius)csEngine [virtual]
GetObjectRenderPriority() constcsEngine [inline, virtual]
GetRefCount()=0iBase [pure virtual]
GetRegions()csEngine [virtual]
GetRenderLoopManager()csEngine [virtual]
GetRenderPriority(const char *name) constcsEngine [virtual]
GetRenderPriorityCamera(const char *name) constcsEngine [virtual]
GetRenderPriorityCamera(long priority) constcsEngine [virtual]
GetRenderPriorityCount() constcsEngine [virtual]
GetRenderPriorityName(long priority) constcsEngine [virtual]
GetRenderPrioritySorting(const char *name) constcsEngine [virtual]
GetRenderPrioritySorting(long priority) constcsEngine [virtual]
GetSectors()csEngine [inline, virtual]
GetSkyRenderPriority() constcsEngine [inline, virtual]
GetTextureFormat() constcsEngine [virtual]
GetTextureList() constcsEngine [virtual]
GetTextures() constcsEngine [inline]
GetTopLevelClipper() constcsEngine [virtual]
GetVariableList() constcsEngine [virtual]
GetVariables() constcsEngine [inline]
GetVisibleMeshes(iSector *sector, const csVector3 &pos)csEngine [virtual]
GetVisibleMeshes(iSector *sector, const csFrustum &frustum)csEngine [virtual]
GetVisibleObjects(iSector *sector, const csVector3 &pos)csEngine [virtual]
GetVisibleObjects(iSector *sector, const csFrustum &frustum)csEngine [virtual]
GetWallRenderPriority() constcsEngine [inline, virtual]
HandleEvent(iEvent &Event)csEngine [virtual]
ImageLoadercsEngine
IncRef()=0iBase [pure virtual]
Initialize(iObjectRegistry *object_reg)csEngine [virtual]
InvalidateLightmaps()csEngine
lightcache_modecsEngine [static]
lightmap_qualitycsEngine [static]
LoadMeshFactory(const char *name, const char *loaderClassId, iDataBuffer *input)csEngine [virtual]
LoadMeshWrapper(const char *name, const char *loaderClassId, iDataBuffer *input, iSector *sector, const csVector3 &pos)csEngine [virtual]
max_lightmap_wcsEngine [static]
MaxAspectRatiocsEngine
mesh_factoriescsEngine
meshescsEngine
NeedPO2MapscsEngine
object_regcsEngine [static]
Prepare(iProgressMeter *meter=0)csEngine [virtual]
PrepareMeshes()csEngine [virtual]
PrepareTextures()csEngine [virtual]
ProcessLastPolygon()csEngine [inline, static]
ProcessPolygon()csEngine [inline, static]
QueryCsObject()csEngine [inline]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryInterfaceSafe(iBase *ibase, scfInterfaceID iInterfaceID, int iVersion)iBase [inline, static]
QueryObject()csEngine [virtual]
ReadConfig(iConfigFile *)csEngine
regionscsEngine
RegisterRenderPriority(const char *name, long priority, int rendsort=CS_RENDPRI_NONE, bool do_camera=false)csEngine [virtual]
RemoveDynLight(csDynLight *dyn)csEngine
RemoveDynLight(iDynLight *)csEngine [virtual]
RemoveHalo(csLight *Light)csEngine
RemoveLight(iStatLight *light)csEngine [virtual]
RemoveObject(iBase *object)csEngine [virtual]
render_prioritiescsEngine
render_priority_cameraflagscsEngine
render_priority_skycsEngine
render_priority_sortflagscsEngine
renderLoopManagercsEngine
Report(const char *description,...)csEngine
ReportBug(const char *description,...)csEngine
ReportercsEngine
ResetWorldSpecificSettings()csEngine [virtual]
scfiComponentcsEngine
scfiEventHandlercsEngine
sectorscsEngine
SetAmbientLight(const csColor &c)csEngine [virtual]
SetCacheManager(iCacheManager *cache_mgr)csEngine [virtual]
SetClearScreen(bool yesno)csEngine [inline, virtual]
SetClearZBuf(bool yesno)csEngine [inline, virtual]
SetContext(iTextureHandle *txt)csEngine [virtual]
SetCurrentDefaultRenderloop(iRenderLoop *loop)csEngine [virtual]
SetFastMeshThresshold(int th)csEngine [inline, virtual]
SetLightingCacheMode(int mode)csEngine [inline, virtual]
SetMaxLightmapSize(int w, int h)csEngine [inline, virtual]
SetMaxProcessPolygons(int m)csEngine [inline, static]
SetRenderPriorityCamera(long priority, bool do_camera)csEngine [virtual]
ShaderManagercsEngine
ShineLights(iRegion *region=0, iProgressMeter *meter=0)csEngine [virtual]
StartEngine()csEngine
StringscsEngine
top_clippercsEngine
use_new_radiositycsEngine [static]
VFScsEngine
WantToDie(iMeshWrapper *mesh)csEngine [virtual]
Warn(const char *description,...)csEngine
~csEngine()csEngine [virtual]

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