, 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 > | |