VisPro  1.0
Project of Visualisierung 2
Mesh Member List

This is the complete list of members for Mesh, including all inherited members.

calcBoundingBoxWithApplying() (defined in Mesh)Mesh
calcBoundingBoxWithOutApplying() (defined in Mesh)Mesh
draw()Meshvirtual
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)Meshvirtual
zBufferPass(ZBufferShader *z, glm::mat4 &vp)Mesh
~Mesh() (defined in Mesh)Meshvirtual