, including all inherited members.
ACCEL_AUTO enum value | lux::Mesh | |
ACCEL_BRUTEFORCE enum value | lux::Mesh | |
ACCEL_GRID enum value | lux::Mesh | |
ACCEL_KDTREE enum value | lux::Mesh | |
ACCEL_NONE enum value | lux::Mesh | |
ACCEL_QBVH enum value | lux::Mesh | |
accelType | lux::Mesh | [protected] |
Area() const | lux::Primitive | [virtual] |
CanIntersect() const | lux::Mesh | [inline, virtual] |
CanSample() const | lux::Mesh | [inline, virtual] |
CreateShape(const Transform &o2w, bool reverseOrientation, const ParamSet ¶ms) | lux::Mesh | [static] |
displacementMap | lux::Mesh | [protected] |
displacementMapNormalSmooth | lux::Mesh | [protected] |
displacementMapOffset | lux::Mesh | [protected] |
displacementMapScale | lux::Mesh | [protected] |
displacementMapSharpBoundary | lux::Mesh | [protected] |
GetMaterial() const | lux::Shape | [inline] |
GetShadingGeometry(const Transform &obj2world, const DifferentialGeometry &dg, DifferentialGeometry *dgShading) const | lux::Shape | [inline, virtual] |
Intersect(const Ray &r, Intersection *isect) const | lux::Shape | [inline, virtual] |
Intersect(const Ray &ray, float *t_hitp, DifferentialGeometry *dg) const | lux::Shape | [inline, virtual] |
IntersectP(const Ray &r) const | lux::Primitive | [virtual] |
material | lux::Shape | [protected] |
Mesh(const Transform &o2w, bool ro, MeshAccelType acceltype, int nv, const Point *P, const Normal *N, const float *UV, MeshTriangleType tritype, int trisCount, const int *tris, MeshQuadType quadtype, int nquadsCount, const int *quads, MeshSubdivType subdivType, int nsubdivlevels, boost::shared_ptr< Texture< float > > displacementMap, float displacementMapScale, float displacementMapOffset, bool displacementMapNormalSmooth, bool displacementMapSharpBoundary) | lux::Mesh | |
MeshAccelType enum name | lux::Mesh | |
MeshBaryTriangle class | lux::Mesh | [friend] |
MeshQuadrilateral class | lux::Mesh | [friend] |
MeshQuadType enum name | lux::Mesh | |
MeshSubdivType enum name | lux::Mesh | |
MeshTriangleType enum name | lux::Mesh | |
MeshWaldTriangle class | lux::Mesh | [friend] |
mustSubdivide | lux::Mesh | [protected] |
n | lux::Mesh | [protected] |
nquads | lux::Mesh | [protected] |
nSubdivLevels | lux::Mesh | [protected] |
ntris | lux::Mesh | [protected] |
nverts | lux::Mesh | [protected] |
ObjectBound() const | lux::Mesh | [virtual] |
ObjectToWorld | lux::Shape | |
p | lux::Mesh | [protected] |
Pdf(const Point &p) const | lux::Primitive | [virtual] |
Pdf(const Point &p, const Vector &wi) const | lux::Primitive | [virtual] |
Pdf(const Point &p, const Point &po) const | lux::Primitive | [virtual] |
QUAD_QUADRILATERAL enum value | lux::Mesh | |
quadType | lux::Mesh | [protected] |
quadVertexIndex | lux::Mesh | [protected] |
Refine(vector< boost::shared_ptr< Primitive > > &refined, const PrimitiveRefinementHints &refineHints, boost::shared_ptr< Primitive > thisPtr) | lux::Mesh | [virtual] |
lux::Shape::Refine(vector< boost::shared_ptr< Shape > > &refined) const | lux::Shape | [inline, virtual] |
reverseOrientation | lux::Shape | |
Sample(float u1, float u2, float u3, DifferentialGeometry *dg) const | lux::Shape | [inline, virtual] |
Sample(const Point &p, float u1, float u2, float u3, DifferentialGeometry *dg) const | lux::Shape | [inline, virtual] |
Sample(float u1, float u2, float u3, Normal *Ns) const | lux::Shape | [inline, virtual] |
Sample(const Point &p, float u1, float u2, float u3, Normal *Ns) const | lux::Shape | [inline, virtual] |
SetMaterial(boost::shared_ptr< Material > mat) | lux::Shape | [inline] |
Shape(const Transform &o2w, bool ro) | lux::Shape | |
Shape(const Transform &o2w, bool ro, boost::shared_ptr< Material > material) | lux::Shape | |
SUBDIV_LOOP enum value | lux::Mesh | |
subdivType | lux::Mesh | [protected] |
transformSwapsHandedness | lux::Shape | |
TRI_AUTO enum value | lux::Mesh | |
TRI_BARY enum value | lux::Mesh | |
TRI_WALD enum value | lux::Mesh | |
triType | lux::Mesh | [protected] |
triVertexIndex | lux::Mesh | [protected] |
uvs | lux::Mesh | [protected] |
WorldBound() const | lux::Mesh | [virtual] |
WorldToObject | lux::Shape | |
~Mesh() | lux::Mesh | [virtual] |
~Primitive() | lux::Primitive | [virtual] |
~Shape() | lux::Shape | [inline, virtual] |