CrystalSpace

Public API Reference

iEngine Member List

This is the complete list of members for iEngine, including all inherited members.
AddEngineFrameCallback(iEngineFrameCallback *cb)=0iEngine [pure virtual]
AddEngineSectorCallback(iEngineSectorCallback *cb)=0iEngine [pure virtual]
AddRefOwner(void **ref_owner)=0iBase [pure virtual]
ClearRenderPriorities()=0iEngine [pure virtual]
CreateBaseMaterial(iTextureWrapper *txt)=0iEngine [pure virtual]
CreateBlackTexture(const char *name, int w, int h, csColor *transp, int flags)=0iEngine [pure virtual]
CreateCamera()=0iEngine [pure virtual]
CreateCollection(const char *name)=0iEngine [pure virtual]
CreateCustomMatrixCamera(iCamera *copyFrom=0)=0iEngine [pure virtual]
CreateLight(const char *name, const csVector3 &pos, float radius, const csColor &color, csLightDynamicType dyntype=CS_LIGHT_DYNAMICTYPE_STATIC)=0iEngine [pure virtual]
CreateLoaderContext(iCollection *collection=0, bool searchCollectionOnly=true)=0iEngine [pure virtual]
CreateMaterial(const char *name, iTextureWrapper *texture)=0iEngine [pure virtual]
CreateMeshFactory(const char *classId, const char *name, bool addToList=true)=0iEngine [pure virtual]
CreateMeshFactory(iMeshObjectFactory *factory, const char *name, bool addToList=true)=0iEngine [pure virtual]
CreateMeshFactory(const char *name, bool addToList=true)=0iEngine [pure virtual]
CreateMeshWrapper(iMeshFactoryWrapper *factory, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0), bool addToList=true)=0iEngine [pure virtual]
CreateMeshWrapper(iMeshObject *meshobj, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0), bool addToList=true)=0iEngine [pure virtual]
CreateMeshWrapper(const char *classid, const char *name, iSector *sector=0, const csVector3 &pos=csVector3(0, 0, 0), bool addToList=true)=0iEngine [pure virtual]
CreateMeshWrapper(const char *name, bool addToList=true)=0iEngine [pure virtual]
CreateObjectWatcher()=0iEngine [pure virtual]
CreatePerspectiveCamera()=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]
CreateSector(const char *name, bool addToList=true)=0iEngine [pure virtual]
CreateTexture(const char *name, const char *fileName, csColor *transp, int flags)=0iEngine [pure virtual]
DecRef()=0iBase [pure virtual]
DelayedRemoveObject(csTicks delay, iBase *object)=0iEngine [pure virtual]
Draw(iCamera *c, iClipper2D *clipper, iMeshWrapper *mesh=0)=0iEngine [pure virtual]
EnableAdaptiveLODs(bool enable, float target_fps)=0iEngine [pure virtual]
FindCameraPosition(const char *name, iCollection *collection=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, iCollection *collection=0)=0iEngine [pure virtual]
FindMeshFactory(const char *name, iCollection *collection=0)=0iEngine [pure virtual]
FindMeshObject(const char *name, iCollection *collection=0)=0iEngine [pure virtual]
FindSector(const char *name, iCollection *collection=0)=0iEngine [pure virtual]
FindTexture(const char *name, iCollection *collection=0)=0iEngine [pure virtual]
FireStartFrame(iRenderView *rview)=0iEngine [pure virtual]
GetAdaptiveLODsMultiplier() const =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]
GetCollection(const char *name) 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]
GetDefaultKeepImage()=0iEngine [pure virtual]
GetDefaultNearClipDistance() const =0iEngine [pure virtual]
GetInterfaceMetadata()=0iBase [pure virtual]
GetLightIterator(iCollection *collection=0)=0iEngine [pure virtual]
GetMaterialList() const =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]
GetNearbyMeshes(iSector *sector, const csBox3 &box, bool crossPortals=true)=0iEngine [pure virtual]
GetNearbyMeshes(iSector *sector, const csVector3 &start, const csVector3 &end, 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]
GetNearbySectors(iSector *sector, const csBox3 &box)=0iEngine [pure virtual]
GetObjectRenderPriority()=0iEngine [pure virtual]
GetPortalRenderPriority()=0iEngine [pure virtual]
GetRefCount()=0iBase [pure virtual]
GetRenderLoopManager()=0iEngine [pure virtual]
GetRenderManager()=0iEngine [pure virtual]
GetRenderPriority(const char *name) const =0iEngine [pure virtual]
GetRenderPriorityCount() const =0iEngine [pure virtual]
GetRenderPriorityGrouping(const char *name) const =0iEngine [pure virtual]
GetRenderPriorityGrouping(CS::Graphics::RenderPriority priority) const =0iEngine [pure virtual]
GetRenderPriorityName(CS::Graphics::RenderPriority priority) const =0iEngine [pure virtual]
GetRenderPrioritySorting(const char *name) const =0iEngine [pure virtual]
GetRenderPrioritySorting(CS::Graphics::RenderPriority priority) const =0iEngine [pure virtual]
GetSaveableFlag()=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, bool addToList=true)=0iEngine [pure virtual]
LoadMeshWrapper(const char *name, const char *loaderClassId, iDataBuffer *input, iSector *sector, const csVector3 &pos)=0iEngine [pure virtual]
PrecacheDraw(iCollection *collection=0)=0iEngine [pure virtual]
PrecacheMesh(iMeshWrapper *s)=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]
QueryObject()=0iEngine [pure virtual]
RegisterDefaultRenderPriorities()=0iEngine [pure virtual]
RegisterRenderPriority(const char *name, uint priority, csRenderPrioritySorting rendsort=CS_RENDPRI_SORT_NONE, CS::RenderPriorityGrouping grouping=CS::rpgByLayer)=0iEngine [pure virtual]
ReloadRenderManager()=0iEngine [pure virtual]
RemoveAllCollections()=0iEngine [pure virtual]
RemoveCollection(iCollection *collect)=0iEngine [pure virtual]
RemoveCollection(const char *name)=0iEngine [pure virtual]
RemoveDelayedRemoves(bool remove=false)=0iEngine [pure virtual]
RemoveEngineFrameCallback(iEngineFrameCallback *cb)=0iEngine [pure virtual]
RemoveEngineSectorCallback(iEngineSectorCallback *cb)=0iEngine [pure virtual]
RemoveLight(iLight *light)=0iEngine [pure virtual]
RemoveObject(iBase *object)=0iEngine [pure virtual]
RemoveRefOwner(void **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]
SetDefaultKeepImage(bool enable)=0iEngine [pure virtual]
SetDefaultNearClipDistance(float dist)=0iEngine [pure virtual]
SetRenderManager(iRenderManager *)=0iEngine [pure virtual]
SetSaveableFlag(bool enable)=0iEngine [pure virtual]
SetVFSCacheManager(const char *vfspath=0)=0iEngine [pure virtual]
SyncEngineListsNow(csRef< iThreadedLoader > loader)=0iEngine [pure virtual]
THREADED_INTERFACE(DeleteAll)iEngine
THREADED_INTERFACE1(AddMeshAndChildren, iMeshWrapper *mesh)iEngine
THREADED_INTERFACE1(SyncEngineLists, csRef< iThreadedLoader > loader)iEngine
UpdateAdaptiveLODs()=0iEngine [pure virtual]
UpdateNewFrame()=0iEngine [pure virtual]
WantToDie(iMeshWrapper *mesh)=0iEngine [pure virtual]
~iBase()iBase [inline, protected, virtual]

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