3rd Eye Scene C#
3rd Eye Scene C# documentation
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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] |
CalculateNormals | Tes::Shapes::MeshBase | |
Colours(int stream=0) | Tes::Shapes::SimpleMesh | [inline, virtual] |
Components | Tes::Shapes::MeshBase | |
Create(PacketBuffer packet) | Tes::Shapes::MeshBase | [inline] |
Destroy(PacketBuffer packet) | Tes::Shapes::MeshBase | [inline] |
DrawType | Tes::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] |
ID | Tes::Shapes::MeshBase | |
IndexCount(int stream=0) | Tes::Shapes::SimpleMesh | [inline, virtual] |
IndexSize | Tes::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] |
MeshDrawType | Tes::Shapes::MeshBase | |
NextPhase(Phase phase) | Tes::Shapes::MeshBase | [inline] |
Normals(int stream=0) | Tes::Shapes::SimpleMesh | [inline, virtual] |
Phase enum name | Tes::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] |
Tint | Tes::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] |
Transform | Tes::Shapes::MeshBase | |
TypeID | Tes::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] |