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| void | SetRotationMode (RotationMode mode) |
| |
| void | SetRotationMode (RotationFunc func) |
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| delegate Matrix4 | RotationFunc () |
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| | Mesh3 () |
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| void | RebuildSkeleton () |
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| void | RegenerateTangents () |
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| void | UpdateNormals () |
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| void | UpdateInfluencesAndWeights () |
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| void | UpdateTangents () |
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| void | SetParent (Mesh3 parent) |
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| void | RegenerateNormals () |
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| void | DrawGouraud (Vector4 color, Light light, DepthTexture shadowMapTexture=null, float shadowBias=0.005f) |
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| void | DrawPhong (Vector4 color, Light light, Vector3 ambientColor, float shininess=0, DepthTexture shadowMapTexture=null, float shadowBias=0.005f, Texture normalMapTexture=null) |
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| void | DrawCel (Vector4 color, Light light, Vector3 ambientColor, float threshold=0.75f, DepthTexture shadowMapTexture=null, float shadowBias=0.005f, Texture normalMapTexture=null) |
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| void | DrawGouraud (Texture texture, Light light, DepthTexture shadowMapTexture=null, float shadowBias=0.005f) |
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| void | DrawPhong (Texture texture, Light light, Vector3 ambientColor, float shininess=0, DepthTexture shadowMapTexture=null, float shadowBias=0.005f, Texture normalMapTexture=null) |
| |
| void | DrawPhong (Texture texture, Light light, Vector3 ambientColor, Texture specularMap, DepthTexture shadowMapTexture=null, float shadowBias=0.005f, Texture normalMapTexture=null) |
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| void | DrawPhong (Material material) |
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| void | DrawCel (Texture texture, Light light, Vector3 ambientColor, float threshold=0.75f, DepthTexture shadowMapTexture=null, float shadowBias=0.005f, Texture normalMapTexture=null) |
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| void | DrawShadowMap (Light light) |
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| void | ResetUniforms () |
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| override string | ToString () |
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| Enumerator |
|---|
| XYZ |
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| XZY |
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| YXZ |
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| YZX |
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| ZXY |
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| ZYX |
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| Aiv.Fast3D.Mesh3.Mesh3 |
( |
| ) |
|
|
inline |
| override void Aiv.Fast3D.Mesh3.ApplyMatrix |
( |
| ) |
|
|
inlineprotected |
| void Aiv.Fast3D.Mesh3.DrawCel |
( |
Vector4 |
color, |
|
|
Light |
light, |
|
|
Vector3 |
ambientColor, |
|
|
float |
threshold = 0.75f, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f, |
|
|
Texture |
normalMapTexture = null |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawCel |
( |
Texture |
texture, |
|
|
Light |
light, |
|
|
Vector3 |
ambientColor, |
|
|
float |
threshold = 0.75f, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f, |
|
|
Texture |
normalMapTexture = null |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawGouraud |
( |
Vector4 |
color, |
|
|
Light |
light, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawGouraud |
( |
Texture |
texture, |
|
|
Light |
light, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawPhong |
( |
Vector4 |
color, |
|
|
Light |
light, |
|
|
Vector3 |
ambientColor, |
|
|
float |
shininess = 0, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f, |
|
|
Texture |
normalMapTexture = null |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawPhong |
( |
Texture |
texture, |
|
|
Light |
light, |
|
|
Vector3 |
ambientColor, |
|
|
float |
shininess = 0, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f, |
|
|
Texture |
normalMapTexture = null |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawPhong |
( |
Texture |
texture, |
|
|
Light |
light, |
|
|
Vector3 |
ambientColor, |
|
|
Texture |
specularMap, |
|
|
DepthTexture |
shadowMapTexture = null, |
|
|
float |
shadowBias = 0.005f, |
|
|
Texture |
normalMapTexture = null |
|
) |
| |
|
inline |
| void Aiv.Fast3D.Mesh3.DrawPhong |
( |
Material |
material | ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.DrawShadowMap |
( |
Light |
light | ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.RebuildSkeleton |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.RegenerateNormals |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.RegenerateTangents |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.ResetUniforms |
( |
| ) |
|
|
inline |
| delegate Matrix4 Aiv.Fast3D.Mesh3.RotationFunc |
( |
| ) |
|
| void Aiv.Fast3D.Mesh3.SetDefaultLight |
( |
Light |
light | ) |
|
|
inlineprotected |
| void Aiv.Fast3D.Mesh3.SetParent |
( |
Mesh3 |
parent | ) |
|
|
inline |
| override string Aiv.Fast3D.Mesh3.ToString |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.UpdateInfluencesAndWeights |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.UpdateNormals |
( |
| ) |
|
|
inline |
| void Aiv.Fast3D.Mesh3.UpdateTangents |
( |
| ) |
|
|
inline |
| int [] Aiv.Fast3D.Mesh3.influences0 |
| int [] Aiv.Fast3D.Mesh3.influences1 |
| string Aiv.Fast3D.Mesh3.Name |
| Bone [] Aiv.Fast3D.Mesh3.Skeleton |
| float [] Aiv.Fast3D.Mesh3.vn |
| float [] Aiv.Fast3D.Mesh3.vtgt |
| float [] Aiv.Fast3D.Mesh3.weights0 |
| float [] Aiv.Fast3D.Mesh3.weights1 |
| Vector3 Aiv.Fast3D.Mesh3.EulerRotation3 |
|
getset |
| Vector3 Aiv.Fast3D.Mesh3.Forward |
|
get |
| Matrix4 Aiv.Fast3D.Mesh3.Matrix |
|
get |
| Mesh3 Aiv.Fast3D.Mesh3.Parent |
|
get |
| Vector3 Aiv.Fast3D.Mesh3.Pivot3 |
|
getset |
| Vector3 Aiv.Fast3D.Mesh3.Position3 |
|
getset |
| Quaternion Aiv.Fast3D.Mesh3.Quaternion |
|
get |
| Vector3 Aiv.Fast3D.Mesh3.Right |
|
get |
| Vector3 Aiv.Fast3D.Mesh3.Rotation3 |
|
getset |
| Vector3 Aiv.Fast3D.Mesh3.Scale3 |
|
getset |
| Vector3 Aiv.Fast3D.Mesh3.Up |
|
get |
The documentation for this class was generated from the following file: