vcg::VisShader< MESH_TYPE, MAXVIS > Member List
This is the complete list of members for vcg::VisShader< MESH_TYPE, MAXVIS >, including all inherited members.
AddPixelCount(std::vector< float > &_VV, const std::vector< int > &PixSeen)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
Box3x typedefvcg::VisShader< MESH_TYPE, MAXVIS >
CameraViewingvcg::VisShader< MESH_TYPE, MAXVIS > [protected]
Clear()vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
Compute(CallBack *cb)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeAverageVisibilityDirection()vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeHalf(int nn, Point3x &dir, CallBack *cb)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeSingle(Point3x &dir, std::vector< Point3x > &vv, CallBack *cb)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeSingleDirection(Point3x BaseDir, std::vector< int > &PixSeen, CallBack *cb=DummyCallBack)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeUniform(int nn, std::vector< Point3x > &vv, CallBack *cb)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ComputeUniformCone(int nn, std::vector< Point3x > &vv, ScalarType AngleRad, Point3x &ConeDir, CallBack *cb)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
CoordType typedefvcg::VisShader< MESH_TYPE, MAXVIS >
CullFlagvcg::VisShader< MESH_TYPE, MAXVIS >
DirectionalLightingEnvironment(std::vector< float > &LE, Point3x dir, ScalarType DegAngle1, ScalarType DegAngle2)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
FaceIterator typedefvcg::VisShader< MESH_TYPE, MAXVIS >
FaceType typedefvcg::VisShader< MESH_TYPE, MAXVIS >
GenMatrix(Matrix44d &a, Point3d Axis, double angle)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
GLAccumPixel(std::vector< int > &PixSeen)=0vcg::VisShader< MESH_TYPE, MAXVIS > [pure virtual]
InitGL()vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
IsClosedFlagvcg::VisShader< MESH_TYPE, MAXVIS >
mvcg::VisShader< MESH_TYPE, MAXVIS >
MapVisibility(float Gamma=1, float LowPass=0, float HighPass=1, float Scale=1.0)=0vcg::VisShader< MESH_TYPE, MAXVIS > [pure virtual]
Matrix44x typedefvcg::VisShader< MESH_TYPE, MAXVIS >
OMVvcg::VisShader< MESH_TYPE, MAXVIS >
Point3x typedefvcg::VisShader< MESH_TYPE, MAXVIS >
ReadVisibility(const char *)vcg::VisShader< MESH_TYPE, MAXVIS > [inline, virtual]
RestoreGL()vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
ScalarType typedefvcg::VisShader< MESH_TYPE, MAXVIS >
SetupOrthoViewMatrix(Point3x &ViewDir, int subx, int suby, int LocSplit)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
SplitNumvcg::VisShader< MESH_TYPE, MAXVIS >
SplittedRendering(Point3x &ViewDir, std::vector< int > &PixSeen, CallBack *cb=DummyCallBack)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
VertexIterator typedefvcg::VisShader< MESH_TYPE, MAXVIS >
VertexPointer typedefvcg::VisShader< MESH_TYPE, MAXVIS >
VertexType typedefvcg::VisShader< MESH_TYPE, MAXVIS >
VisMax enum valuevcg::VisShader< MESH_TYPE, MAXVIS >
VisShader(MESH_TYPE &me)vcg::VisShader< MESH_TYPE, MAXVIS > [inline]
VNvcg::VisShader< MESH_TYPE, MAXVIS >
VVvcg::VisShader< MESH_TYPE, MAXVIS >
WriteVisibility(const char *)vcg::VisShader< MESH_TYPE, MAXVIS > [inline, virtual]
ZTWISTvcg::VisShader< MESH_TYPE, MAXVIS >


shape_reconstruction
Author(s): Roberto Martín-Martín
autogenerated on Sat Jun 8 2019 18:41:23