3rd Eye Scene C#
3rd Eye Scene C# documentation
Tes::Shapes::SimpleMesh Member List
This is the complete list of members for Tes::Shapes::SimpleMesh, including all inherited members.
AddColour(uint colour)Tes::Shapes::SimpleMesh [inline]
AddColours(IEnumerable< uint > colours)Tes::Shapes::SimpleMesh [inline]
AddIndex(int index)Tes::Shapes::SimpleMesh [inline]
AddIndices(IEnumerable< int > indices)Tes::Shapes::SimpleMesh [inline]
AddNormal(Vector3 normal)Tes::Shapes::SimpleMesh [inline]
AddNormals(IEnumerable< Vector3 > normals)Tes::Shapes::SimpleMesh [inline]
AddUV(Vector2 uv)Tes::Shapes::SimpleMesh [inline]
AddUV(IEnumerable< Vector2 > uvs)Tes::Shapes::SimpleMesh [inline]
AddVertex(Vector3 v)Tes::Shapes::SimpleMesh [inline]
AddVertices(IEnumerable< Vector3 > vertices)Tes::Shapes::SimpleMesh [inline]
CalculateNormalsTes::Shapes::MeshBase
Colours(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
ComponentsTes::Shapes::MeshBase
Create(PacketBuffer packet)Tes::Shapes::MeshBase [inline]
Destroy(PacketBuffer packet)Tes::Shapes::MeshBase [inline]
DrawTypeTes::Shapes::MeshBase
EnsureColours()Tes::Shapes::SimpleMesh [inline, protected]
EnsureIndices()Tes::Shapes::SimpleMesh [inline, protected]
EnsureNormals()Tes::Shapes::SimpleMesh [inline, protected]
EnsureUVs()Tes::Shapes::SimpleMesh [inline, protected]
EstimateTransferCount(int elementSize, int byteLimit, int overhead=0)Tes::Shapes::MeshBase [inline, static]
IDTes::Shapes::MeshBase
IndexCount(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
IndexSizeTes::Shapes::SimpleMesh
Indices2(int stream=0)Tes::Shapes::MeshBase [inline, virtual]
Indices4(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
MeshBase()Tes::Shapes::MeshBase [inline]
MeshDrawTypeTes::Shapes::MeshBase
NextPhase(Phase phase)Tes::Shapes::MeshBase [inline]
Normals(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
Phase enum nameTes::Shapes::MeshBase
SetColour(int at, uint colour)Tes::Shapes::SimpleMesh [inline]
SetIndex(int at, int index)Tes::Shapes::SimpleMesh [inline]
SetNormal(int at, Vector3 normal)Tes::Shapes::SimpleMesh [inline]
SetUV(int at, Vector2 uv)Tes::Shapes::SimpleMesh [inline]
SetVertex(int at, Vector3 v)Tes::Shapes::SimpleMesh [inline]
SimpleMesh(uint id, MeshDrawType drawType=MeshDrawType.Triangles, MeshComponentFlag components=MeshComponentFlag.Vertex|MeshComponentFlag.Index)Tes::Shapes::SimpleMesh [inline]
TintTes::Shapes::MeshBase
Transfer(PacketBuffer packet, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline]
Transfer(PacketBuffer packet, MeshMessageType component, Vector3[] items, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline, protected]
Transfer(PacketBuffer packet, MeshMessageType component, Vector2[] items, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline, protected]
Transfer(PacketBuffer packet, MeshMessageType component, ushort[] items, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline, protected]
Transfer(PacketBuffer packet, MeshMessageType component, int[] items, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline, protected]
Transfer(PacketBuffer packet, MeshMessageType component, uint[] items, int byteLimit, ref TransferProgress progress)Tes::Shapes::MeshBase [inline, protected]
TransformTes::Shapes::MeshBase
TypeIDTes::Shapes::MeshBase
UVs(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
VertexCount(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
Vertices(int stream=0)Tes::Shapes::SimpleMesh [inline, virtual]
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