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VisPro
1.0
Project of Visualisierung 2
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This is the complete list of members for Mesh, including all inherited members.
| calcBoundingBoxWithApplying() (defined in Mesh) | Mesh | |
| calcBoundingBoxWithOutApplying() (defined in Mesh) | Mesh | |
| draw() | Mesh | virtual |
| f_count (defined in Mesh) | Mesh | |
| getIndices() (defined in Mesh) | Mesh | |
| getNormals() (defined in Mesh) | Mesh | |
| getRelativePosition(glm::vec3 p) (defined in Mesh) | Mesh | |
| getVertices() (defined in Mesh) | Mesh | |
| Mesh(std::vector< glm::vec3 > &v, std::vector< glm::vec3 > &n, std::vector< Face * > &f, std::vector< glm::vec2 > &uv, Shader *shader, glm::mat4 &model_m) (defined in Mesh) | Mesh | |
| model_matrix (defined in Mesh) | Mesh | |
| renderPass(const CutawaySurface *c, glm::mat4 &vp, glm::vec3 cam, float clip) | Mesh | |
| renderToZBuffer() | Mesh | |
| rotateAroundCenter(glm::vec3 &world_center, float angle, glm::vec3 axis) (defined in Mesh) | Mesh | |
| rotateLocally(float delta_t, glm::vec3 axis) (defined in Mesh) | Mesh | |
| setCutawayDimension(glm::vec2 dim) (defined in Mesh) | Mesh | |
| setLighting(std::vector< std::shared_ptr< PointLight >> *allLights) (defined in Mesh) | Mesh | |
| setShader(Shader *s) (defined in Mesh) | Mesh | |
| setUniformsForRenderPass(glm::mat4 &vp, glm::vec3 cam, float clip) | Mesh | |
| setUniformsForZBufferPass(ZBufferShader *z, glm::mat4 &vp) | Mesh | |
| update(float delta_t) | Mesh | virtual |
| zBufferPass(ZBufferShader *z, glm::mat4 &vp) | Mesh | |
| ~Mesh() (defined in Mesh) | Mesh | virtual |