LLWaterPartition Member List

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

addGeometryCount(LLSpatialGroup *group, U32 &vertex_count, U32 &index_count)LLWaterPartition [inline, virtual]
asBridge()LLSpatialPartition [inline, virtual]
buildOcclusion()LLSpatialPartition
calcDistance(LLSpatialGroup *group, LLCamera &camera)LLSpatialPartition [virtual]
calcPixelArea(LLSpatialGroup *group, LLCamera &camera)LLSpatialPartition [virtual]
checkOcclusion(LLSpatialGroup *group, LLCamera *camera)LLSpatialPartition
createVertexBuffer(U32 type_mask, U32 usage)LLGeometryManager [virtual]
cull(LLCamera &camera, std::vector< LLDrawable * > *results=NULL, BOOL for_select=FALSE)LLSpatialPartition
doOcclusion(LLCamera *camera)LLSpatialPartition
getDrawables(const LLVector3 &pos, F32 rad, LLDrawable::drawable_set_t &results, BOOL get_lights)LLSpatialPartition [protected]
getGeometry(LLSpatialGroup *group)LLWaterPartition [inline, virtual]
getLights(const LLVector3 &pos, F32 rad, LLDrawable::drawable_set_t &results)LLSpatialPartition
getObjects(const LLVector3 &pos, F32 rad, LLDrawable::drawable_set_t &results)LLSpatialPartition
isBridge()LLSpatialPartition [inline, virtual]
isVisible(const LLVector3 &v)LLSpatialPartition
isVolatile() const LLSpatialPartition [inline]
LLSpatialPartition(U32 data_mask, BOOL is_volatile=FALSE, U32 mBufferUsage=GL_STATIC_DRAW_ARB)LLSpatialPartition
LLWaterPartition()LLWaterPartition
markReimage(LLSpatialGroup *group)LLSpatialPartition
mBufferUsageLLSpatialPartition
mDepthMaskLLSpatialPartition
mDrawableTypeLLSpatialPartition
mFaceListLLGeometryManager
mImageEnabledLLSpatialPartition
mImageQueueLLSpatialPartition [protected]
mLODPeriodLLSpatialPartition
mLODSeedLLSpatialPartition
mOccludedListLLSpatialPartition
mOcclusionIndicesLLSpatialPartition
mOcclusionQueriesLLSpatialPartition [protected]
mOcclusionQueueLLSpatialPartition [protected]
mOctreeLLSpatialPartition
move(LLDrawable *drawablep, LLSpatialGroup *curp, BOOL immediate=FALSE)LLSpatialPartition [virtual]
mPartitionTypeLLSpatialPartition
mQueryQueueLLSpatialPartition [protected]
mRenderByGroupLLSpatialPartition
mSlopRatioLLSpatialPartition
mSpatialGroupsLLSpatialPartition [protected]
mVertexDataMaskLLSpatialPartition
mVolatileLLSpatialPartition
pickDrawable(const LLVector3 &start, const LLVector3 &end, LLVector3 &collision)LLSpatialPartition
processImagery(LLCamera *camera)LLSpatialPartition
processOcclusion(LLCamera *camera)LLSpatialPartition
put(LLDrawable *drawablep, BOOL was_visible=FALSE)LLSpatialPartition
rebuildGeom(LLSpatialGroup *group)LLSpatialPartition [virtual]
remove(LLDrawable *drawablep, LLSpatialGroup *curp)LLSpatialPartition
renderDebug()LLSpatialPartition
resetVertexBuffers()LLSpatialPartition
restoreGL()LLSpatialPartition
shift(const LLVector3 &offset)LLSpatialPartition [virtual]
spatial_group_queue_t typedefLLSpatialPartition [protected]
spatial_group_set_t typedefLLSpatialPartition [protected]
~LLGeometryManager()LLGeometryManager [inline, virtual]
~LLSpatialPartition()LLSpatialPartition [virtual]


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