, including all inherited members.
AddPixelCount(std::vector< float > &_VV, const std::vector< int > &PixSeen) | vcg::VisShader< MESH_TYPE > | [inline] |
Box3x typedef | vcg::VisShader< MESH_TYPE > | |
CameraViewing | vcg::VisShader< MESH_TYPE > | [protected] |
Clear() | vcg::VisShader< MESH_TYPE > | [inline] |
Compute(int nn) | vcg::VertexVisShader< MESH_TYPE > | |
VisShader< MESH_TYPE >::Compute(CallBack *cb) | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeAverageVisibilityDirection() | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeHalf(int nn, Point3x &dir, CallBack *cb) | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeSingle(Point3x &dir, std::vector< Point3x > &vv, CallBack *cb) | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeSingleDirection(Point3x BaseDir, std::vector< int > &PixSeen, CallBack *cb=DummyCallBack) | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeUniform(int nn, std::vector< Point3x > &vv, CallBack *cb) | vcg::VisShader< MESH_TYPE > | [inline] |
ComputeUniformCone(int nn, std::vector< Point3x > &vv, ScalarType AngleRad, Point3x &ConeDir, CallBack *cb) | vcg::VisShader< MESH_TYPE > | [inline] |
CoordType typedef | vcg::VisShader< MESH_TYPE > | |
CullFlag | vcg::VisShader< MESH_TYPE > | |
DirectionalLightingEnvironment(std::vector< float > &LE, Point3x dir, ScalarType DegAngle1, ScalarType DegAngle2) | vcg::VisShader< MESH_TYPE > | [inline] |
DrawFill(MESH_TYPE &mm) | vcg::VertexVisShader< MESH_TYPE > | [inline] |
FaceIterator typedef | vcg::VisShader< MESH_TYPE > | |
FaceType typedef | vcg::VisShader< MESH_TYPE > | |
GenMatrix(Matrix44d &a, Point3d Axis, double angle) | vcg::VisShader< MESH_TYPE > | [inline] |
GLAccumPixel(std::vector< int > &PixSeen) | vcg::VertexVisShader< MESH_TYPE > | [inline, virtual] |
Init() | vcg::VertexVisShader< MESH_TYPE > | [inline] |
InitGL() | vcg::VisShader< MESH_TYPE > | [inline] |
IsClosedFlag | vcg::VisShader< MESH_TYPE > | |
m | vcg::VisShader< MESH_TYPE > | |
MapFalseColor() | vcg::VertexVisShader< MESH_TYPE > | [inline] |
MapFalseColor(float minv, float maxv) | vcg::VertexVisShader< MESH_TYPE > | [inline] |
MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, float Scale=1.0) | vcg::VertexVisShader< MESH_TYPE > | [inline, virtual] |
Matrix44x typedef | vcg::VisShader< MESH_TYPE > | |
OMV | vcg::VisShader< MESH_TYPE > | |
Point3x typedef | vcg::VisShader< MESH_TYPE > | |
ReadVisibility(const char *) | vcg::VisShader< MESH_TYPE > | [inline, virtual] |
RestoreGL() | vcg::VisShader< MESH_TYPE > | [inline] |
ScalarType typedef | vcg::VisShader< MESH_TYPE > | |
SetupOrthoViewMatrix(Point3x &ViewDir, int subx, int suby, int LocSplit) | vcg::VisShader< MESH_TYPE > | [inline] |
SmoothVisibility(bool Enhance=false) | vcg::VertexVisShader< MESH_TYPE > | [inline] |
SplitNum | vcg::VisShader< MESH_TYPE > | |
SplittedRendering(Point3x &ViewDir, std::vector< int > &PixSeen, CallBack *cb=DummyCallBack) | vcg::VisShader< MESH_TYPE > | [inline] |
VertexIterator typedef | vcg::VisShader< MESH_TYPE > | |
VertexPointer typedef | vcg::VisShader< MESH_TYPE > | |
VertexType typedef | vcg::VisShader< MESH_TYPE > | |
VertexVisShader(MESH_TYPE &me) | vcg::VertexVisShader< MESH_TYPE > | [inline] |
VisMax enum value | vcg::VisShader< MESH_TYPE > | |
VisShader(MESH_TYPE &me) | vcg::VisShader< MESH_TYPE > | [inline] |
VN | vcg::VisShader< MESH_TYPE > | |
VV | vcg::VisShader< MESH_TYPE > | |
WriteVisibility(const char *) | vcg::VisShader< MESH_TYPE > | [inline, virtual] |
ZTWIST | vcg::VisShader< MESH_TYPE > | |