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iEngine Member List

This is the complete list of members for iEngine, including all inherited members.
AddRefOwner(iBase **ref_owner)=0iBase [pure virtual]
ClearRenderPriorities()=0iEngine [pure virtual]
CreateBaseMaterial(iTextureWrapper *txt)=0iEngine [pure virtual]
CreateBaseMaterial(iTextureWrapper *txt, int num_layers, iTextureWrapper **wrappers, csTextureLayer *layers)=0iEngine [pure virtual]
CreateBlackTexture(const char *name, int w, int h, csColor *iTransp, int iFlags)=0iEngine [pure virtual]
CreateCamera()=0iEngine [pure virtual]
CreateFrustumView()=0iEngine [pure virtual]
CreateLight(const char *name, const csVector3 &pos, float radius, const csColor &color, int dyntype=CS_LIGHT_DYNAMICTYPE_STATIC)=0iEngine [pure virtual]
CreateLoaderContext(iRegion *region=0, bool curRegOnly=true)=0iEngine [pure virtual]
CreateMaterial(const char *name, iTextureWrapper *texture)=0iEngine [pure virtual]
CreateMeshFactory(const char *classId, const char *name)=0iEngine [pure virtual]
CreateMeshFactory(iMeshObjectFactory *factory, const char *name)=0iEngine [pure virtual]
CreateMeshFactory(const char *name)=0iEngine [pure virtual]
CreateMeshWrapper(iMeshFactoryWrapper *factory, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0iEngine [pure virtual]
CreateMeshWrapper(iMeshObject *meshobj, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0iEngine [pure virtual]
CreateMeshWrapper(const char *classid, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0iEngine [pure virtual]
CreateMeshWrapper(const char *name)=0iEngine [pure virtual]
CreateObjectWatcher()=0iEngine [pure virtual]
CreatePortal(const char *name, iMeshWrapper *parentMesh, iSector *destSector, csVector3 *vertices, int num_vertices, iPortal *&portal)=0iEngine [pure virtual]
CreatePortal(const char *name, iSector *sourceSector, const csVector3 &pos, iSector *destSector, csVector3 *vertices, int num_vertices, iPortal *&portal)=0iEngine [pure virtual]
CreatePortalContainer(const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0))=0iEngine [pure virtual]
CreateRegion(const char *name)=0iEngine [pure virtual]
CreateSector(const char *name)=0iEngine [pure virtual]
CreateSectorWallsMesh(iSector *sector, const char *name)=0iEngine [pure virtual]
CreateTexture(const char *name, const char *fileName, csColor *transp, int flags)=0iEngine [pure virtual]
CreateThingMesh(iSector *sector, const char *name)=0iEngine [pure virtual]
DecRef()=0iBase [pure virtual]
DeleteAll()=0iEngine [pure virtual]
Draw(iCamera *c, iClipper2D *clipper)=0iEngine [pure virtual]
FindCameraPosition(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindCollection(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindLight(const char *Name, bool RegionOnly=false) const=0iEngine [pure virtual]
FindLightID(const char *light_id) const=0iEngine [pure virtual]
FindMaterial(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindMeshFactory(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindMeshObject(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindSector(const char *name, iRegion *region=0)=0iEngine [pure virtual]
FindTexture(const char *name, iRegion *region=0)=0iEngine [pure virtual]
ForceRelight(iRegion *region=0, iProgressMeter *meter=0)=0iEngine [pure virtual]
ForceRelight(iLight *light, iRegion *region=0)=0iEngine [pure virtual]
GetAlphaRenderPriority()=0iEngine [pure virtual]
GetAmbientLight(csColor &) const=0iEngine [pure virtual]
GetBeginDrawFlags() const=0iEngine [pure virtual]
GetCacheManager()=0iEngine [pure virtual]
GetCameraPositions()=0iEngine [pure virtual]
GetClearScreen() const=0iEngine [pure virtual]
GetClearZBuf() const=0iEngine [pure virtual]
GetCollections()=0iEngine [pure virtual]
GetContext() const=0iEngine [pure virtual]
GetCurrentDefaultRenderloop()=0iEngine [pure virtual]
GetCurrentFrameNumber() const=0iEngine [pure virtual]
GetDefaultAmbientLight(csColor &c) const=0iEngine [pure virtual]
GetDefaultClearScreen() const=0iEngine [pure virtual]
GetDefaultClearZBuf() const=0iEngine [pure virtual]
GetDefaultMaxLightmapSize(int &w, int &h)=0iEngine [pure virtual]
GetLightingCacheMode()=0iEngine [pure virtual]
GetLightIterator(iRegion *region=0)=0iEngine [pure virtual]
GetMaterialList() const=0iEngine [pure virtual]
GetMaxLightmapAspectRatio() const=0iEngine [pure virtual]
GetMaxLightmapSize(int &w, int &h)=0iEngine [pure virtual]
GetMeshes()=0iEngine [pure virtual]
GetMeshFactories()=0iEngine [pure virtual]
GetNearbyLights(iSector *sector, const csVector3 &pos, iLight **lights, int max_num_lights)=0iEngine [pure virtual]
GetNearbyLights(iSector *sector, const csBox3 &box, iLight **lights, int max_num_lights)=0iEngine [pure virtual]
GetNearbyMeshes(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)=0iEngine [pure virtual]
GetNearbyObjects(iSector *sector, const csVector3 &pos, float radius, bool crossPortals=true)=0iEngine [pure virtual]
GetNearbySectors(iSector *sector, const csVector3 &pos, float radius)=0iEngine [pure virtual]
GetObjectRenderPriority()=0iEngine [pure virtual]
GetPortalRenderPriority()=0iEngine [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetRegions()=0iEngine [pure virtual]
GetRenderLoopManager()=0iEngine [pure virtual]
GetRenderPriority(const char *name) const=0iEngine [pure virtual]
GetRenderPriorityCount() const=0iEngine [pure virtual]
GetRenderPriorityName(long priority) const=0iEngine [pure virtual]
GetRenderPrioritySorting(const char *name) const=0iEngine [pure virtual]
GetRenderPrioritySorting(long priority) const=0iEngine [pure virtual]
GetSectors()=0iEngine [pure virtual]
GetSkyRenderPriority()=0iEngine [pure virtual]
GetTextureFormat() const=0iEngine [pure virtual]
GetTextureList() const=0iEngine [pure virtual]
GetTopLevelClipper() const=0iEngine [pure virtual]
GetVariableList() const=0iEngine [pure virtual]
GetVisibleMeshes(iSector *sector, const csVector3 &pos)=0iEngine [pure virtual]
GetVisibleMeshes(iSector *sector, const csFrustum &frustum)=0iEngine [pure virtual]
GetVisibleObjects(iSector *sector, const csVector3 &pos)=0iEngine [pure virtual]
GetVisibleObjects(iSector *sector, const csFrustum &frustum)=0iEngine [pure virtual]
GetWallRenderPriority()=0iEngine [pure virtual]
IncRef()=0iBase [pure virtual]
LoadMeshFactory(const char *name, const char *loaderClassId, iDataBuffer *input)=0iEngine [pure virtual]
LoadMeshWrapper(const char *name, const char *loaderClassId, iDataBuffer *input, iSector *sector, const csVector3 &pos)=0iEngine [pure virtual]
Prepare(iProgressMeter *meter=0)=0iEngine [pure virtual]
PrepareMeshes()=0iEngine [pure virtual]
PrepareTextures()=0iEngine [pure virtual]
QueryInterface(scfInterfaceID iInterfaceID, int iVersion)=0iBase [pure virtual]
QueryInterfaceSafe(iBase *ibase, scfInterfaceID iInterfaceID, int iVersion)iBase [inline, static]
QueryObject()=0iEngine [pure virtual]
RegisterRenderPriority(const char *name, long priority, int rendsort=CS_RENDPRI_NONE)=0iEngine [pure virtual]
RemoveLight(iLight *light)=0iEngine [pure virtual]
RemoveObject(iBase *object)=0iEngine [pure virtual]
RemoveRefOwner(iBase **ref_owner)=0iBase [pure virtual]
ResetWorldSpecificSettings()=0iEngine [pure virtual]
SetAmbientLight(const csColor &)=0iEngine [pure virtual]
SetCacheManager(iCacheManager *cache_mgr)=0iEngine [pure virtual]
SetClearScreen(bool yesno)=0iEngine [pure virtual]
SetClearZBuf(bool yesno)=0iEngine [pure virtual]
SetContext(iTextureHandle *ctxt)=0iEngine [pure virtual]
SetCurrentDefaultRenderloop(iRenderLoop *loop)=0iEngine [pure virtual]
SetLightingCacheMode(int mode)=0iEngine [pure virtual]
SetMaxLightmapSize(int w, int h)=0iEngine [pure virtual]
ShineLights(iRegion *region=0, iProgressMeter *meter=0)=0iEngine [pure virtual]
WantToDie(iMeshWrapper *mesh)=0iEngine [pure virtual]

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