1<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> 2<html xml:lang="en-US" lang="en-US" xmlns="http://www.w3.org/1999/xhtml"> 3 <head> 4 <meta http-equiv="Content-Type" content="text/html; charset=utf-8" /> 5 <meta http-equiv="Content-Style-Type" content="text/css" /> 6 <link rel="stylesheet" href="../../../css/manpage.css" type="text/css" /> 7 <style type="text/css"><!-- 8 span.static_style 9 { 10 font-size : 8pt; 11 color : white; 12 font-weight : bold; 13 background : #44f; 14 border-left : solid 1px #aaf; 15 border-top : solid 1px #aaf; 16 border-right : solid 1px #00c; 17 border-bottom : solid 1px #00c; 18 padding-left : 2px; 19 padding-right : 2px; 20 } 21 span.virtual_style 22 { 23 font-size : 8pt; 24 color : white; 25 font-weight : bold; 26 background : #0a0; 27 border-left : solid 1px #0f0; 28 border-top : solid 1px #0f0; 29 border-right : solid 1px #060; 30 border-bottom : solid 1px #060; 31 padding-left : 2px; 32 padding-right : 2px; 33 } 34 span.protected_style 35 { 36 font-size : 8pt; 37 color : white; 38 font-weight : bold; 39 background : #444; 40 border-left : solid 1px #ccc; 41 border-top : solid 1px #ccc; 42 border-right : solid 1px #222; 43 border-bottom : solid 1px #222; 44 padding-left : 2px; 45 padding-right : 2px; 46 } 47 --></style> 48 <title>nw::gfx::res</title> 49 </head> 50 <body> 51 <h1>nw::gfx::res Name Space</h1> 52 <h2>Description</h2> 53 <div class="section"> 54 <p>Namespace defining graphics resource data types.</p> 55 </div> 56 <a name="class" id="class"> 57 <h2>Classes</h2> 58 <div class="section"> 59 <table class="members"> 60 <tr> 61 <th> 62 <a href="../../../nw/gfx/res/ResCameraViewUpdater/Overview.html">nw::gfx::res::ResCameraViewUpdater</a> 63 </th> 64 <td>Base class for camera view updater resources.</td> 65 </tr> 66 <tr> 67 <th> 68 <a href="../../../nw/gfx/res/ResCameraProjectionUpdater/Overview.html">nw::gfx::res::ResCameraProjectionUpdater</a> 69 </th> 70 <td>Base class for camera projection updater resources.</td> 71 </tr> 72 <tr> 73 <th> 74 <a href="../../../nw/gfx/res/ResAimTargetViewUpdater/Overview.html">nw::gfx::res::ResAimTargetViewUpdater</a> 75 </th> 76 <td>Binary resource class for view updater data for <CODE>Aim</CODE>-type cameras.</td> 77 </tr> 78 <tr> 79 <th> 80 <a href="../../../nw/gfx/res/ResLookAtTargetViewUpdater/Overview.html">nw::gfx::res::ResLookAtTargetViewUpdater</a> 81 </th> 82 <td>Binary resource class for view updater data for <CODE>LookAt</CODE>-type cameras.</td> 83 </tr> 84 <tr> 85 <th> 86 <a href="../../../nw/gfx/res/ResRotateViewUpdater/Overview.html">nw::gfx::res::ResRotateViewUpdater</a> 87 </th> 88 <td>Binary resource class for view updater data for <CODE>Rotate</CODE>-type cameras.</td> 89 </tr> 90 <tr> 91 <th> 92 <a href="../../../nw/gfx/res/ResFrustumProjectionUpdater/Overview.html">nw::gfx::res::ResFrustumProjectionUpdater</a> 93 </th> 94 <td>Binary resource class for <CODE>Frustum</CODE> projection updaters.</td> 95 </tr> 96 <tr> 97 <th> 98 <a href="../../../nw/gfx/res/ResOrthoProjectionUpdater/Overview.html">nw::gfx::res::ResOrthoProjectionUpdater</a> 99 </th> 100 <td>Binary resource class for <CODE>Ortho</CODE> projection updaters.</td> 101 </tr> 102 <tr> 103 <th> 104 <a href="../../../nw/gfx/res/ResPerspectiveProjectionUpdater/Overview.html">nw::gfx::res::ResPerspectiveProjectionUpdater</a> 105 </th> 106 <td>Binary resource class for <CODE>Perspective</CODE> projection updaters.</td> 107 </tr> 108 <tr> 109 <th> 110 <a href="../../../nw/gfx/res/ResCamera/Overview.html">nw::gfx::res::ResCamera</a> 111 </th> 112 <td>Binary resource clas for cameras.</td> 113 </tr> 114 <tr> 115 <th> 116 <a href="../../../nw/gfx/res/ResFogUpdater/Overview.html">nw::gfx::res::ResFogUpdater</a> 117 </th> 118 <td>Binary resource class that represents fog updaters.</td> 119 </tr> 120 <tr> 121 <th> 122 <a href="../../../nw/gfx/res/ResFog/Overview.html">nw::gfx::res::ResFog</a> 123 </th> 124 <td>Binary resource class that represents fog.</td> 125 </tr> 126 <tr> 127 <th> 128 <a href="../../../nw/gfx/res/ResFragmentLighting/Overview.html">nw::gfx::res::ResFragmentLighting</a> 129 </th> 130 <td>Binary resource class that represents fragment lighting.</td> 131 </tr> 132 <tr> 133 <th> 134 <a href="../../../nw/gfx/res/ResLightingLookupTable/Overview.html">nw::gfx::res::ResLightingLookupTable</a> 135 </th> 136 <td>Binary resource class that represents lookup tables for lighting.</td> 137 </tr> 138 <tr> 139 <th> 140 <a href="../../../nw/gfx/res/ResFragmentLightingTable/Overview.html">nw::gfx::res::ResFragmentLightingTable</a> 141 </th> 142 <td>Binary resource class that represents fragment lighting tables.</td> 143 </tr> 144 <tr> 145 <th> 146 <a href="../../../nw/gfx/res/ResTextureCombinerSource/Overview.html">nw::gfx::res::ResTextureCombinerSource</a> 147 </th> 148 <td>Binary resource class that represents the source of a texture combiner.</td> 149 </tr> 150 <tr> 151 <th> 152 <a href="../../../nw/gfx/res/ResTextureCombinerOperand/Overview.html">nw::gfx::res::ResTextureCombinerOperand</a> 153 </th> 154 <td>Binary resource class that represents the operand of a texture combiner.</td> 155 </tr> 156 <tr> 157 <th> 158 <a href="../../../nw/gfx/res/ResAlphaTest/Overview.html">nw::gfx::res::ResAlphaTest</a> 159 </th> 160 <td>Binary resource class that represents alpha tests.</td> 161 </tr> 162 <tr> 163 <th> 164 <a href="../../../nw/gfx/res/ResTextureCombiner/Overview.html">nw::gfx::res::ResTextureCombiner</a> 165 </th> 166 <td>Binary resource class that represents the source of a texture combiner.</td> 167 </tr> 168 <tr> 169 <th> 170 <a href="../../../nw/gfx/res/ResFragmentShader/Overview.html">nw::gfx::res::ResFragmentShader</a> 171 </th> 172 <td>Binary resource class that represents fragment shaders.</td> 173 </tr> 174 <tr> 175 <th> 176 <a href="../../../nw/gfx/res/ResFileHeader/Overview.html">nw::gfx::res::ResFileHeader</a> 177 </th> 178 <td>Binary resource class that represents file headers for graphics.</td> 179 </tr> 180 <tr> 181 <th> 182 <a href="../../../nw/gfx/res/ResGraphicsFile/Overview.html">nw::gfx::res::ResGraphicsFile</a> 183 </th> 184 <td>Binary resource class that represents files for graphics.</td> 185 </tr> 186 <tr> 187 <th> 188 <a href="../../../nw/gfx/res/TransferedVramAddressSetter/Overview.html">nw::gfx::res::TransferedVramAddressSetter</a> 189 </th> 190 <td>Function object for setting the layout address of textures and vertex data.</td> 191 </tr> 192 <tr> 193 <th> 194 <a href="../../../nw/gfx/res/LocationFlagSetter/Overview.html">nw::gfx::res::LocationFlagSetter</a> 195 </th> 196 <td>Function object for setting the layout location of textures and vertex information.</td> 197 </tr> 198 <tr> 199 <th> 200 <a href="../../../nw/gfx/res/ParticleMaterialFlagSetter/Overview.html">nw::gfx::res::ParticleMaterialFlagSetter</a> 201 </th> 202 <td>Function object for setting the particle material usage flag inside effect resources.</td> 203 </tr> 204 <tr> 205 <th> 206 <a href="../../../nw/gfx/res/DefaultShaderAutoSelector/Overview.html">nw::gfx::res::DefaultShaderAutoSelector</a> 207 </th> 208 <td>Function object for setting ShaderProgramDescriptionIndex for the default shader.</td> 209 </tr> 210 <tr> 211 <th> 212 <a href="../../../nw/gfx/res/ResLight/Overview.html">nw::gfx::res::ResLight</a> 213 </th> 214 <td>Base class for binary resources that represent lights.</td> 215 </tr> 216 <tr> 217 <th> 218 <a href="../../../nw/gfx/res/ResFragmentLight/Overview.html">nw::gfx::res::ResFragmentLight</a> 219 </th> 220 <td>Binary resource class that represents fragment lights.</td> 221 </tr> 222 <tr> 223 <th> 224 <a href="../../../nw/gfx/res/ResAmbientLight/Overview.html">nw::gfx::res::ResAmbientLight</a> 225 </th> 226 <td>Binary resource class that represents global ambient lights.</td> 227 </tr> 228 <tr> 229 <th> 230 <a href="../../../nw/gfx/res/ResVertexLight/Overview.html">nw::gfx::res::ResVertexLight</a> 231 </th> 232 <td>Binary resource class that represents vertex lights.</td> 233 </tr> 234 <tr> 235 <th> 236 <a href="../../../nw/gfx/res/ResHemiSphereLight/Overview.html">nw::gfx::res::ResHemiSphereLight</a> 237 </th> 238 <td>Binary resource class that represents hemispherical lights.</td> 239 </tr> 240 <tr> 241 <th> 242 <a href="../../../nw/gfx/res/ResLookupTable/Overview.html">nw::gfx::res::ResLookupTable</a> 243 </th> 244 <td>Base class for binary resources that represent lookup tables.</td> 245 </tr> 246 <tr> 247 <th> 248 <a href="../../../nw/gfx/res/ResImageLookupTable/Overview.html">nw::gfx::res::ResImageLookupTable</a> 249 </th> 250 <td>Binary resource class that represents lookup tables.</td> 251 </tr> 252 <tr> 253 <th> 254 <a href="../../../nw/gfx/res/ResReferenceLookupTable/Overview.html">nw::gfx::res::ResReferenceLookupTable</a> 255 </th> 256 <td>Binary resource class that represents references to lookup tables.</td> 257 </tr> 258 <tr> 259 <th> 260 <a href="../../../nw/gfx/res/ResLookupTableSet/Overview.html">nw::gfx::res::ResLookupTableSet</a> 261 </th> 262 <td>Binary resource class that represents lookup table sets.</td> 263 </tr> 264 <tr> 265 <th> 266 <a href="../../../nw/gfx/res/ResMaterialColor/Overview.html">nw::gfx::res::ResMaterialColor</a> 267 </th> 268 <td>Binary resource class that represents materials.</td> 269 </tr> 270 <tr> 271 <th> 272 <a href="../../../nw/gfx/res/ResRasterization/Overview.html">nw::gfx::res::ResRasterization</a> 273 </th> 274 <td>Binary resource class that manages the polygon pasteurization methods.</td> 275 </tr> 276 <tr> 277 <th> 278 <a href="../../../nw/gfx/res/ResBlendOperation/Overview.html">nw::gfx::res::ResBlendOperation</a> 279 </th> 280 <td>Binary resource class that represents blenders.</td> 281 </tr> 282 <tr> 283 <th> 284 <a href="../../../nw/gfx/res/ResDepthOperation/Overview.html">nw::gfx::res::ResDepthOperation</a> 285 </th> 286 <td>Binary resource class that represents depth tests.</td> 287 </tr> 288 <tr> 289 <th> 290 <a href="../../../nw/gfx/res/ResStencilOperation/Overview.html">nw::gfx::res::ResStencilOperation</a> 291 </th> 292 <td>Binary resource class that represents stencil tests.</td> 293 </tr> 294 <tr> 295 <th> 296 <a href="../../../nw/gfx/res/ResFragmentOperation/Overview.html">nw::gfx::res::ResFragmentOperation</a> 297 </th> 298 <td>Binary resource class that represents fragment operations.</td> 299 </tr> 300 <tr> 301 <th> 302 <a href="../../../nw/gfx/res/ResTextureCoordinator/Overview.html">nw::gfx::res::ResTextureCoordinator</a> 303 </th> 304 <td>Binary resource class that represents texture coordinate settings and transformation info.</td> 305 </tr> 306 <tr> 307 <th> 308 <a href="../../../nw/gfx/res/ResMaterial/Overview.html">nw::gfx::res::ResMaterial</a> 309 </th> 310 <td>Binary resource class that represents materials.</td> 311 </tr> 312 <tr> 313 <th> 314 <a href="../../../nw/gfx/res/ResMesh/Overview.html">nw::gfx::res::ResMesh</a> 315 </th> 316 <td>Binary resource class that represents meshes.</td> 317 </tr> 318 <tr> 319 <th> 320 <a href="../../../nw/gfx/res/ResMeshNodeVisibility/Overview.html">nw::gfx::res::ResMeshNodeVisibility</a> 321 </th> 322 <td>Binary resource class indicating node visibility on DCC.</td> 323 </tr> 324 <tr> 325 <th> 326 <a href="../../../nw/gfx/res/ResModel/Overview.html">nw::gfx::res::ResModel</a> 327 </th> 328 <td>Binary resource class that represents models.</td> 329 </tr> 330 <tr> 331 <th> 332 <a href="../../../nw/gfx/res/ResSkeletalModel/Overview.html">nw::gfx::res::ResSkeletalModel</a> 333 </th> 334 <td>Binary resource class that represents skeletal models.</td> 335 </tr> 336 <tr> 337 <th> 338 <a href="../../../nw/gfx/res/ResParticleAnimation/Overview.html">nw::gfx::res::ResParticleAnimation</a> 339 </th> 340 <td>Binary resource class representing particle animation.</td> 341 </tr> 342 <tr> 343 <th> 344 <a href="../../../nw/gfx/res/ResParticleAnimationOption/Overview.html">nw::gfx::res::ResParticleAnimationOption</a> 345 </th> 346 <td>Binary resource class representing particle animation options.</td> 347 </tr> 348 <tr> 349 <th> 350 <a href="../../../nw/gfx/res/ResParticleFittingAnimationOption/Overview.html">nw::gfx::res::ResParticleFittingAnimationOption</a> 351 </th> 352 <td>Binary resource class representing a particle fitting animation.</td> 353 </tr> 354 <tr> 355 <th> 356 <a href="../../../nw/gfx/res/ResParticleFrameLoopAnimationOption/Overview.html">nw::gfx::res::ResParticleFrameLoopAnimationOption</a> 357 </th> 358 <td>Binary resource class representing particle frame loop animation options.</td> 359 </tr> 360 <tr> 361 <th> 362 <a href="../../../nw/gfx/res/ResParticleRandomAnimationOption/Overview.html">nw::gfx::res::ResParticleRandomAnimationOption</a> 363 </th> 364 <td>Binary resource class representing particle random animation options.</td> 365 </tr> 366 <tr> 367 <th> 368 <a href="../../../nw/gfx/res/ResParticleAttribute/Overview.html">nw::gfx::res::ResParticleAttribute</a> 369 </th> 370 <td>Binary resource class representing particle attributes.</td> 371 </tr> 372 <tr> 373 <th> 374 <a href="../../../nw/gfx/res/ResParticleStreamAttribute/Overview.html">nw::gfx::res::ResParticleStreamAttribute</a> 375 </th> 376 <td>Binary resource class representing particle stream attributes.</td> 377 </tr> 378 <tr> 379 <th> 380 <a href="../../../nw/gfx/res/ResParticleParameterAttribute/Overview.html">nw::gfx::res::ResParticleParameterAttribute</a> 381 </th> 382 <td>Binary resource class representing particle parameter attributes.</td> 383 </tr> 384 <tr> 385 <th> 386 <a href="../../../nw/gfx/res/ResParticleCollection/Overview.html">nw::gfx::res::ResParticleCollection</a> 387 </th> 388 <td>Binary resource class representing a particle collection.</td> 389 </tr> 390 <tr> 391 <th> 392 <a href="../../../nw/gfx/res/ResParticleEmitter/Overview.html">nw::gfx::res::ResParticleEmitter</a> 393 </th> 394 <td>Binary resource class representing a particle emitter.</td> 395 </tr> 396 <tr> 397 <th> 398 <a href="../../../nw/gfx/res/ResParticleEmitterParameter/Overview.html">nw::gfx::res::ResParticleEmitterParameter</a> 399 </th> 400 <td>Binary resource class representing particle emitter parameters.</td> 401 </tr> 402 <tr> 403 <th> 404 <a href="../../../nw/gfx/res/ResParticleForm/Overview.html">nw::gfx::res::ResParticleForm</a> 405 </th> 406 <td>Binary resource class representing particle emission shape.</td> 407 </tr> 408 <tr> 409 <th> 410 <a href="../../../nw/gfx/res/ResParticleCubeForm/Overview.html">nw::gfx::res::ResParticleCubeForm</a> 411 </th> 412 <td>Binary resource class representing particle emission shape (cube).</td> 413 </tr> 414 <tr> 415 <th> 416 <a href="../../../nw/gfx/res/ResParticleCylinderForm/Overview.html">nw::gfx::res::ResParticleCylinderForm</a> 417 </th> 418 <td>Binary resource class representing particle emission shape (cylinder).</td> 419 </tr> 420 <tr> 421 <th> 422 <a href="../../../nw/gfx/res/ResParticleDiscForm/Overview.html">nw::gfx::res::ResParticleDiscForm</a> 423 </th> 424 <td>Binary resource class representing particle emission shape (disc).</td> 425 </tr> 426 <tr> 427 <th> 428 <a href="../../../nw/gfx/res/ResParticlePointForm/Overview.html">nw::gfx::res::ResParticlePointForm</a> 429 </th> 430 <td>Binary resource class representing particle emission shape (point).</td> 431 </tr> 432 <tr> 433 <th> 434 <a href="../../../nw/gfx/res/ResParticleRectangleForm/Overview.html">nw::gfx::res::ResParticleRectangleForm</a> 435 </th> 436 <td>Binary resource class representing particle emission shape (disc).</td> 437 </tr> 438 <tr> 439 <th> 440 <a href="../../../nw/gfx/res/ResParticleSphereForm/Overview.html">nw::gfx::res::ResParticleSphereForm</a> 441 </th> 442 <td>Binary resource class representing particle emission shape (sphere).</td> 443 </tr> 444 <tr> 445 <th> 446 <a href="../../../nw/gfx/res/ResParticleInitializer/Overview.html">nw::gfx::res::ResParticleInitializer</a> 447 </th> 448 <td>Binary resource class representing a particle initializer (base class).</td> 449 </tr> 450 <tr> 451 <th> 452 <a href="../../../nw/gfx/res/ResParticleDirectionalVelocityInitializer/Overview.html">nw::gfx::res::ResParticleDirectionalVelocityInitializer</a> 453 </th> 454 <td>Binary resource class representing particle emission speed and direction.</td> 455 </tr> 456 <tr> 457 <th> 458 <a href="../../../nw/gfx/res/ResParticleRandomDirectionalVelocityInitializer/Overview.html">nw::gfx::res::ResParticleRandomDirectionalVelocityInitializer</a> 459 </th> 460 <td>Binary resource class representing random particle emission speed and direction.</td> 461 </tr> 462 <tr> 463 <th> 464 <a href="../../../nw/gfx/res/ResParticleOriginVelocityInitializer/Overview.html">nw::gfx::res::ResParticleOriginVelocityInitializer</a> 465 </th> 466 <td>Binary resource class representing velocity of spreading from particle origin.</td> 467 </tr> 468 <tr> 469 <th> 470 <a href="../../../nw/gfx/res/ResParticleRandomVelocityInitializer/Overview.html">nw::gfx::res::ResParticleRandomVelocityInitializer</a> 471 </th> 472 <td>Binary resource class representing particle random speed.</td> 473 </tr> 474 <tr> 475 <th> 476 <a href="../../../nw/gfx/res/ResParticleYAxisVelocityInitializer/Overview.html">nw::gfx::res::ResParticleYAxisVelocityInitializer</a> 477 </th> 478 <td>Binary resource class representing velocity of spreading from particle Y axis.</td> 479 </tr> 480 <tr> 481 <th> 482 <a href="../../../nw/gfx/res/ResParticleFloatRandomInitializer/Overview.html">nw::gfx::res::ResParticleFloatRandomInitializer</a> 483 </th> 484 <td>Binary resource class representing a particle initializer that initializes an f32 type with a random number.</td> 485 </tr> 486 <tr> 487 <th> 488 <a href="../../../nw/gfx/res/ResParticleFloatRangeRandomInitializer/Overview.html">nw::gfx::res::ResParticleFloatRangeRandomInitializer</a> 489 </th> 490 <td>Binary resource class representing a particle initializer that initializes an f32 type with a random number within a fixed range.</td> 491 </tr> 492 <tr> 493 <th> 494 <a href="../../../nw/gfx/res/ResParticleFloatImmediateInitializer/Overview.html">nw::gfx::res::ResParticleFloatImmediateInitializer</a> 495 </th> 496 <td>Binary resource class representing a particle initializer that initializes an f32 type with an immediate value.</td> 497 </tr> 498 <tr> 499 <th> 500 <a href="../../../nw/gfx/res/ResParticleVector2ImmediateInitializer/Overview.html">nw::gfx::res::ResParticleVector2ImmediateInitializer</a> 501 </th> 502 <td>Binary resource class representing a particle initializer that initializes Vector2 with an immediate value.</td> 503 </tr> 504 <tr> 505 <th> 506 <a href="../../../nw/gfx/res/ResParticleVector3ImmediateInitializer/Overview.html">nw::gfx::res::ResParticleVector3ImmediateInitializer</a> 507 </th> 508 <td>Binary resource class representing a particle initializer that initializes Vector3 with an immediate value.</td> 509 </tr> 510 <tr> 511 <th> 512 <a href="../../../nw/gfx/res/ResParticleVector3Random1Initializer/Overview.html">nw::gfx::res::ResParticleVector3Random1Initializer</a> 513 </th> 514 <td>Binary resource class representing a particle initializer that initializes Vector3 with a single random number.</td> 515 </tr> 516 <tr> 517 <th> 518 <a href="../../../nw/gfx/res/ResParticleVector3Random3Initializer/Overview.html">nw::gfx::res::ResParticleVector3Random3Initializer</a> 519 </th> 520 <td>Binary resource class representing a particle initializer that initializes Vector3 with three random numbers.</td> 521 </tr> 522 <tr> 523 <th> 524 <a href="../../../nw/gfx/res/ResParticleVector3MultRandomInitializer/Overview.html">nw::gfx::res::ResParticleVector3MultRandomInitializer</a> 525 </th> 526 <td>Binary resource class representing a particle initializer that multiplies Vector3 by a random number.</td> 527 </tr> 528 <tr> 529 <th> 530 <a href="../../../nw/gfx/res/ResParticleModel/Overview.html">nw::gfx::res::ResParticleModel</a> 531 </th> 532 <td>Binary resource class representing a particle model.</td> 533 </tr> 534 <tr> 535 <th> 536 <a href="../../../nw/gfx/res/ResParticleSet/Overview.html">nw::gfx::res::ResParticleSet</a> 537 </th> 538 <td>Binary resource class representing a particle set.</td> 539 </tr> 540 <tr> 541 <th> 542 <a href="../../../nw/gfx/res/ResParticleShape/Overview.html">nw::gfx::res::ResParticleShape</a> 543 </th> 544 <td>Binary resource class representing a particle shape.</td> 545 </tr> 546 <tr> 547 <th> 548 <a href="../../../nw/gfx/res/ResParticleShapeBuilder/Overview.html">nw::gfx::res::ResParticleShapeBuilder</a> 549 </th> 550 <td>Binary resource class representing a particle shape builder.</td> 551 </tr> 552 <tr> 553 <th> 554 <a href="../../../nw/gfx/res/ResParticleBillboardShapeBuilder/Overview.html">nw::gfx::res::ResParticleBillboardShapeBuilder</a> 555 </th> 556 <td>Binary resource class representing a particle screen parallel billboard shape builder.</td> 557 </tr> 558 <tr> 559 <th> 560 <a href="../../../nw/gfx/res/ResParticleWorldBillboardShapeBuilder/Overview.html">nw::gfx::res::ResParticleWorldBillboardShapeBuilder</a> 561 </th> 562 <td>Binary resource class representing a particle world-oriented billboard shape builder.</td> 563 </tr> 564 <tr> 565 <th> 566 <a href="../../../nw/gfx/res/ResParticleYBillboardShapeBuilder/Overview.html">nw::gfx::res::ResParticleYBillboardShapeBuilder</a> 567 </th> 568 <td>Binary resource class representing a particle y-axis billboard shape builder.</td> 569 </tr> 570 <tr> 571 <th> 572 <a href="../../../nw/gfx/res/ResParticleXyPlaneShapeBuilder/Overview.html">nw::gfx::res::ResParticleXyPlaneShapeBuilder</a> 573 </th> 574 <td>Binary resource class representing a particle xy plane shape builder.</td> 575 </tr> 576 <tr> 577 <th> 578 <a href="../../../nw/gfx/res/ResParticleUpdater/Overview.html">nw::gfx::res::ResParticleUpdater</a> 579 </th> 580 <td>Binary resource class representing a particle updater.</td> 581 </tr> 582 <tr> 583 <th> 584 <a href="../../../nw/gfx/res/ResParticleAccelarationUpdater/Overview.html">nw::gfx::res::ResParticleAccelarationUpdater</a> 585 </th> 586 <td>Binary resource class representing a particle updater that updates an f32 type using multiplication.</td> 587 </tr> 588 <tr> 589 <th> 590 <a href="../../../nw/gfx/res/ResParticleFloatUpdater/Overview.html">nw::gfx::res::ResParticleFloatUpdater</a> 591 </th> 592 <td>Binary resource class representing a particle updater that updates an f32 type (base class).</td> 593 </tr> 594 <tr> 595 <th> 596 <a href="../../../nw/gfx/res/ResParticleFloatImmediateUpdater/Overview.html">nw::gfx::res::ResParticleFloatImmediateUpdater</a> 597 </th> 598 <td>Binary resource class representing a particle updater that updates an f32 with an immediate value.</td> 599 </tr> 600 <tr> 601 <th> 602 <a href="../../../nw/gfx/res/ResParticleGeneralUpdater/Overview.html">nw::gfx::res::ResParticleGeneralUpdater</a> 603 </th> 604 <td>Binary resource class representing a particle general updater that updates position and velocity.</td> 605 </tr> 606 <tr> 607 <th> 608 <a href="../../../nw/gfx/res/ResParticleGravityUpdater/Overview.html">nw::gfx::res::ResParticleGravityUpdater</a> 609 </th> 610 <td>Binary resource class representing a gravity particle updater.</td> 611 </tr> 612 <tr> 613 <th> 614 <a href="../../../nw/gfx/res/ResParticleSpinUpdater/Overview.html">nw::gfx::res::ResParticleSpinUpdater</a> 615 </th> 616 <td>Binary resource class representing a spin particle updater.</td> 617 </tr> 618 <tr> 619 <th> 620 <a href="../../../nw/gfx/res/ResParticleRandomUpdater/Overview.html">nw::gfx::res::ResParticleRandomUpdater</a> 621 </th> 622 <td>Binary resource class representing a particle updater that updates Vector3 with randomness.</td> 623 </tr> 624 <tr> 625 <th> 626 <a href="../../../nw/gfx/res/ResParticleVector2ImmediateUpdater/Overview.html">nw::gfx::res::ResParticleVector2ImmediateUpdater</a> 627 </th> 628 <td>Binary resource class representing a particle updater that updates Vector2 with an immediate value.</td> 629 </tr> 630 <tr> 631 <th> 632 <a href="../../../nw/gfx/res/ResParticleVector3Updater/Overview.html">nw::gfx::res::ResParticleVector3Updater</a> 633 </th> 634 <td>Binary resource class representing a particle updater that updates Vector3 (base class).</td> 635 </tr> 636 <tr> 637 <th> 638 <a href="../../../nw/gfx/res/ResParticleVector3AdditiveUpdater/Overview.html">nw::gfx::res::ResParticleVector3AdditiveUpdater</a> 639 </th> 640 <td>Binary resource class representing a particle updater that updates Vector3 using addition.</td> 641 </tr> 642 <tr> 643 <th> 644 <a href="../../../nw/gfx/res/ResParticleVector3ImmediateUpdater/Overview.html">nw::gfx::res::ResParticleVector3ImmediateUpdater</a> 645 </th> 646 <td>Binary resource class representing a particle updater that updates Vector3 with an immediate value.</td> 647 </tr> 648 <tr> 649 <th> 650 <a href="../../../nw/gfx/res/ResParticleVector3RandomAdditiveUpdater/Overview.html">nw::gfx::res::ResParticleVector3RandomAdditiveUpdater</a> 651 </th> 652 <td>Binary resource class representing a particle updater with added randomness for Vector3.</td> 653 </tr> 654 <tr> 655 <th> 656 <a href="../../../nw/gfx/res/ResParticleRotateUpVectorUpdater/Overview.html">nw::gfx::res::ResParticleRotateUpVectorUpdater</a> 657 </th> 658 <td>Binary resource class representing a particle updater that rotates in the UpVector direction.</td> 659 </tr> 660 <tr> 661 <th> 662 <a href="../../../nw/gfx/res/ResParticleTexturePatternUpdater/Overview.html">nw::gfx::res::ResParticleTexturePatternUpdater</a> 663 </th> 664 <td>Binary resource class representing a texture pattern particle updater.</td> 665 </tr> 666 <tr> 667 <th> 668 <a href="../../../nw/gfx/res/ResParticleChildUpdaterOption/Overview.html">nw::gfx::res::ResParticleChildUpdaterOption</a> 669 </th> 670 <td>Binary resource class representing particle child updater options (base class).</td> 671 </tr> 672 <tr> 673 <th> 674 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFirstUpdateOption/Overview.html">nw::gfx::res::ResParticleChildUpdaterFirstUpdateOption</a> 675 </th> 676 <td>Binary resource class representing when a particle child is emitted from a parent.</td> 677 </tr> 678 <tr> 679 <th> 680 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFinalUpdateOption/Overview.html">nw::gfx::res::ResParticleChildUpdaterFinalUpdateOption</a> 681 </th> 682 <td>Binary resource class representing when the parent of a particle child is extinguished.</td> 683 </tr> 684 <tr> 685 <th> 686 <a href="../../../nw/gfx/res/ResParticleChildUpdaterIntervalOption/Overview.html">nw::gfx::res::ResParticleChildUpdaterIntervalOption</a> 687 </th> 688 <td>Binary resource class representing the interval in terms of lifespan for a particle child.</td> 689 </tr> 690 <tr> 691 <th> 692 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFrameOption/Overview.html">nw::gfx::res::ResParticleChildUpdaterFrameOption</a> 693 </th> 694 <td>Binary resource class representing the interval in frames for a particle child.</td> 695 </tr> 696 <tr> 697 <th> 698 <a href="../../../nw/gfx/res/ResParticleChildUpdater/Overview.html">nw::gfx::res::ResParticleChildUpdater</a> 699 </th> 700 <td>Binary resource class representing a particle child updater.</td> 701 </tr> 702 <tr> 703 <th> 704 <a href="../../../nw/gfx/res/ResParticleUserUpdater/Overview.html">nw::gfx::res::ResParticleUserUpdater</a> 705 </th> 706 <td>Binary resource class representing a user-defined particle updater.</td> 707 </tr> 708 <tr> 709 <th> 710 <a href="../../../nw/gfx/res/ResSceneObject/Overview.html">nw::gfx::res::ResSceneObject</a> 711 </th> 712 <td>Binary resource class that represents scene objects.</td> 713 </tr> 714 <tr> 715 <th> 716 <a href="../../../nw/gfx/res/ResSceneNode/Overview.html">nw::gfx::res::ResSceneNode</a> 717 </th> 718 <td>Binary resource class that represents scene nodes.</td> 719 </tr> 720 <tr> 721 <th> 722 <a href="../../../nw/gfx/res/ResTransformNode/Overview.html">nw::gfx::res::ResTransformNode</a> 723 </th> 724 <td>Binary resource class that represents transform nodes.</td> 725 </tr> 726 <tr> 727 <th> 728 <a href="../../../nw/gfx/res/ResShaderParameterValue/Overview.html">nw::gfx::res::ResShaderParameterValue</a> 729 </th> 730 <td>Binary resource class that represents values for shader parameters.</td> 731 </tr> 732 <tr> 733 <th> 734 <a href="../../../nw/gfx/res/ResShaderParameter/Overview.html">nw::gfx::res::ResShaderParameter</a> 735 </th> 736 <td>Binary resource class that represents shader parameters.</td> 737 </tr> 738 <tr> 739 <th> 740 <a href="../../../nw/gfx/res/ResShaderSymbol/Overview.html">nw::gfx::res::ResShaderSymbol</a> 741 </th> 742 <td>Binary resource class that represents shader symbols.</td> 743 </tr> 744 <tr> 745 <th> 746 <a href="../../../nw/gfx/res/ResShaderProgramDescription/Overview.html">nw::gfx::res::ResShaderProgramDescription</a> 747 </th> 748 <td>Binary resource class that represents detailed settings for shader programs.</td> 749 </tr> 750 <tr> 751 <th> 752 <a href="../../../nw/gfx/res/ResShader/Overview.html">nw::gfx::res::ResShader</a> 753 </th> 754 <td>Base class for binary resources that represent shaders.</td> 755 </tr> 756 <tr> 757 <th> 758 <a href="../../../nw/gfx/res/ResBinaryShader/Overview.html">nw::gfx::res::ResBinaryShader</a> 759 </th> 760 <td>Binary resource class that represents shader binaries.</td> 761 </tr> 762 <tr> 763 <th> 764 <a href="../../../nw/gfx/res/ResReferenceShader/Overview.html">nw::gfx::res::ResReferenceShader</a> 765 </th> 766 <td>Binary resource class that represents external shader references.</td> 767 </tr> 768 <tr> 769 <th> 770 <a href="../../../nw/gfx/res/ResPrimitive/Overview.html">nw::gfx::res::ResPrimitive</a> 771 </th> 772 <td>Binary resource class that represents a single primitive that forms a shape.</td> 773 </tr> 774 <tr> 775 <th> 776 <a href="../../../nw/gfx/res/ResPrimitiveSet/Overview.html">nw::gfx::res::ResPrimitiveSet</a> 777 </th> 778 <td>Binary resource class that represents multiple primitives that affect the same group of matrices.</td> 779 </tr> 780 <tr> 781 <th> 782 <a href="../../../nw/gfx/res/ResShape/Overview.html">nw::gfx::res::ResShape</a> 783 </th> 784 <td>Binary resource class that represents shapes that are formed using vertices.</td> 785 </tr> 786 <tr> 787 <th> 788 <a href="../../../nw/gfx/res/ResSeparateDataShape/Overview.html">nw::gfx::res::ResSeparateDataShape</a> 789 </th> 790 <td>Binary resource class that represents shapes that are formed by combining multiple attributes.</td> 791 </tr> 792 <tr> 793 <th> 794 <a href="../../../nw/gfx/res/ResBone/Overview.html">nw::gfx::res::ResBone</a> 795 </th> 796 <td>Binary resource class that represents bones of skeletal models.</td> 797 </tr> 798 <tr> 799 <th> 800 <a href="../../../nw/gfx/res/ResSkeleton/Overview.html">nw::gfx::res::ResSkeleton</a> 801 </th> 802 <td>Binary resource class that represents skeletons that tie together the bones.</td> 803 </tr> 804 <tr> 805 <th> 806 <a href="../../../nw/gfx/res/ResTexture/Overview.html">nw::gfx::res::ResTexture</a> 807 </th> 808 <td>Base class for binary resources that represent textures.</td> 809 </tr> 810 <tr> 811 <th> 812 <a href="../../../nw/gfx/res/ResPixelBasedTexture/Overview.html">nw::gfx::res::ResPixelBasedTexture</a> 813 </th> 814 <td>Binary resource class that represents pixel-based textures.</td> 815 </tr> 816 <tr> 817 <th> 818 <a href="../../../nw/gfx/res/ResPixelBasedImage/Overview.html">nw::gfx::res::ResPixelBasedImage</a> 819 </th> 820 <td>Binary resource class that represents the pixel data and resolution info of a texture.</td> 821 </tr> 822 <tr> 823 <th> 824 <a href="../../../nw/gfx/res/ResImageTexture/Overview.html">nw::gfx::res::ResImageTexture</a> 825 </th> 826 <td>Binary resource class that represents a planar texture using image data.</td> 827 </tr> 828 <tr> 829 <th> 830 <a href="../../../nw/gfx/res/ResCubeTexture/Overview.html">nw::gfx::res::ResCubeTexture</a> 831 </th> 832 <td>Binary resource class representing a cube texture.</td> 833 </tr> 834 <tr> 835 <th> 836 <a href="../../../nw/gfx/res/ResShadowTexture/Overview.html">nw::gfx::res::ResShadowTexture</a> 837 </th> 838 <td>Binary resource class that represents a shadow texture using image data.</td> 839 </tr> 840 <tr> 841 <th> 842 <a href="../../../nw/gfx/res/ResReferenceTexture/Overview.html">nw::gfx::res::ResReferenceTexture</a> 843 </th> 844 <td>Binary resource class that represents a texture indirectly as a reference.</td> 845 </tr> 846 <tr> 847 <th> 848 <a href="../../../nw/gfx/res/ResTextureSampler/Overview.html">nw::gfx::res::ResTextureSampler</a> 849 </th> 850 <td>Binary resource class for managing texture sampler settings.</td> 851 </tr> 852 <tr> 853 <th> 854 <a href="../../../nw/gfx/res/ResStandardTextureSampler/Overview.html">nw::gfx::res::ResStandardTextureSampler</a> 855 </th> 856 <td>Binary resource class that represents the settings for standard texture samplers.</td> 857 </tr> 858 <tr> 859 <th> 860 <a href="../../../nw/gfx/res/ResShadowTextureSampler/Overview.html">nw::gfx::res::ResShadowTextureSampler</a> 861 </th> 862 <td>Binary resource class that represents the settings for shadow texture samplers.</td> 863 </tr> 864 <tr> 865 <th> 866 <a href="../../../nw/gfx/res/ResTextureMapper/Overview.html">nw::gfx::res::ResTextureMapper</a> 867 </th> 868 <td>Binary resource class that manages texture and sampler settings and represents texture mappings for meshes.</td> 869 </tr> 870 <tr> 871 <th> 872 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapper/Overview.html">nw::gfx::res::ResPixelBasedTextureMapper</a> 873 </th> 874 <td>Binary resource class for mapping textures to meshes using image data.</td> 875 </tr> 876 <tr> 877 <th> 878 <a href="../../../nw/gfx/res/ResVertexAttribute/Overview.html">nw::gfx::res::ResVertexAttribute</a> 879 </th> 880 <td>Base class for binary resources that represent vertex attributes.</td> 881 </tr> 882 <tr> 883 <th> 884 <a href="../../../nw/gfx/res/ResVertexParamAttribute/Overview.html">nw::gfx::res::ResVertexParamAttribute</a> 885 </th> 886 <td>Binary resource class that represents vertex attributes using parameters.</td> 887 </tr> 888 <tr> 889 <th> 890 <a href="../../../nw/gfx/res/ResVertexStreamBase/Overview.html">nw::gfx::res::ResVertexStreamBase</a> 891 </th> 892 <td>Binary base class that represents vertex attributes using vertex streams.</td> 893 </tr> 894 <tr> 895 <th> 896 <a href="../../../nw/gfx/res/ResVertexStream/Overview.html">nw::gfx::res::ResVertexStream</a> 897 </th> 898 <td>Binary resource class that represents vertex attributes using vertex streams.</td> 899 </tr> 900 <tr> 901 <th> 902 <a href="../../../nw/gfx/res/ResInterleavedVertexStream/Overview.html">nw::gfx::res::ResInterleavedVertexStream</a> 903 </th> 904 <td>Binary resource class representing an interleave format vertex stream.</td> 905 </tr> 906 <tr> 907 <th> 908 <a href="../../../nw/gfx/res/ResIndexStream/Overview.html">nw::gfx::res::ResIndexStream</a> 909 </th> 910 <td>Binary resource class that represents vertex index streams.</td> 911 </tr> </table> 912 </div> 913 </a> <a name="struct" id="struct"> 914 <h2>Structures</h2> 915 <div class="section"> 916 <table class="members"> 917 <tr> 918 <th> 919 <a href="../../../nw/gfx/res/ResProjectionRect/Overview.html">nw::gfx::res::ResProjectionRect</a> 920 </th> 921 <td> 922 </td> 923 </tr> 924 <tr> 925 <th> 926 <a href="../../../nw/gfx/res/ResVertexStreamBaseData/Overview.html">nw::gfx::res::ResVertexStreamBaseData</a> 927 </th> 928 <td> 929 </td> 930 </tr> 931 <tr> 932 <th> 933 <a href="../../../nw/gfx/res/ResInterleavedVertexStreamData/Overview.html">nw::gfx::res::ResInterleavedVertexStreamData</a> 934 </th> 935 <td> 936 </td> 937 </tr> </table> 938 </div> 939 </a> <a name="enum" id="enum"> 940 <h2>Enumerated Types</h2> 941 <div class="section"> 942 <table class="members"> 943 <tr> 944 <td width="100"> </td> 945 <th> 946 <a href="../../../nw/gfx/res/ParticleUsage.html">ParticleUsage</a> 947 </th> 948 <td>Definitions of types used for particle streams.</td> 949 </tr> 950 <tr> 951 <td width="100"> </td> 952 <th> 953 <a href="../../../nw/gfx/res/ParticleTexturePatternUpdaterDivisionType.html">ParticleTexturePatternUpdaterDivisionType</a> 954 </th> 955 <td>Definitions of the numbers of divisions for textures.</td> 956 </tr> </table> 957 </div> 958 </a> <a name="typedef" id="typedef"> 959 <h2><CODE>typedef</CODE> Definitions</h2> 960 <div class="section"> 961 <table class="members"> 962 <tr> 963 <td width="100" /> 964 <th> 965 <a href="../../../nw/gfx/res/ResCameraArray.html">ResCameraArray</a> 966 </th> 967 <td> 968 </td> 969 </tr> 970 <tr> 971 <td width="100" /> 972 <th> 973 <a href="../../../nw/gfx/res/ResFogArray.html">ResFogArray</a> 974 </th> 975 <td> 976 </td> 977 </tr> 978 <tr> 979 <td width="100" /> 980 <th> 981 <a href="../../../nw/gfx/res/TextureLocationFlagSetter.html"><CODE>TextureLocationFlagSetter</CODE></a> 982 </th> 983 <td>Functor that sets the location of a texture.</td> 984 </tr> 985 <tr> 986 <td width="100" /> 987 <th> 988 <a href="../../../nw/gfx/res/IndexStreamLocationFlagSetter.html"><CODE>IndexStreamLocationFlagSetter</CODE></a> 989 </th> 990 <td>Functor that sets the location of an index stream.</td> 991 </tr> 992 <tr> 993 <td width="100" /> 994 <th> 995 <a href="../../../nw/gfx/res/VertexStreamLocationFlagSetter.html"><CODE>VertexStreamLocationFlagSetter</CODE></a> 996 </th> 997 <td>Functor that sets the location of a vertex buffer.</td> 998 </tr> 999 <tr> 1000 <td width="100" /> 1001 <th> 1002 <a href="../../../nw/gfx/res/ResLightArray.html">ResLightArray</a> 1003 </th> 1004 <td> 1005 </td> 1006 </tr> 1007 <tr> 1008 <td width="100" /> 1009 <th> 1010 <a href="../../../nw/gfx/res/ResMaterialArray.html">ResMaterialArray</a> 1011 </th> 1012 <td> 1013 </td> 1014 </tr> 1015 <tr> 1016 <td width="100" /> 1017 <th> 1018 <a href="../../../nw/gfx/res/ResMaterialArrayConst.html">ResMaterialArrayConst</a> 1019 </th> 1020 <td> 1021 </td> 1022 </tr> 1023 <tr> 1024 <td width="100" /> 1025 <th> 1026 <a href="../../../nw/gfx/res/ResMeshArray.html">ResMeshArray</a> 1027 </th> 1028 <td> 1029 </td> 1030 </tr> 1031 <tr> 1032 <td width="100" /> 1033 <th> 1034 <a href="../../../nw/gfx/res/ResModelArray.html">ResModelArray</a> 1035 </th> 1036 <td> 1037 </td> 1038 </tr> 1039 <tr> 1040 <td width="100" /> 1041 <th> 1042 <a href="../../../nw/gfx/res/ResParticleAttributeArray.html">ResParticleAttributeArray</a> 1043 </th> 1044 <td> 1045 </td> 1046 </tr> 1047 <tr> 1048 <td width="100" /> 1049 <th> 1050 <a href="../../../nw/gfx/res/ResEmitterArray.html">ResEmitterArray</a> 1051 </th> 1052 <td> 1053 </td> 1054 </tr> 1055 <tr> 1056 <td width="100" /> 1057 <th> 1058 <a href="../../../nw/gfx/res/ResParticleInitializerArrayIterator.html">ResParticleInitializerArrayIterator</a> 1059 </th> 1060 <td> 1061 </td> 1062 </tr> 1063 <tr> 1064 <td width="100" /> 1065 <th> 1066 <a href="../../../nw/gfx/res/ResParticleInitializerArrayConstIterator.html">ResParticleInitializerArrayConstIterator</a> 1067 </th> 1068 <td> 1069 </td> 1070 </tr> 1071 <tr> 1072 <td width="100" /> 1073 <th> 1074 <a href="../../../nw/gfx/res/ResParticleInitializerArray.html">ResParticleInitializerArray</a> 1075 </th> 1076 <td> 1077 </td> 1078 </tr> 1079 <tr> 1080 <td width="100" /> 1081 <th> 1082 <a href="../../../nw/gfx/res/ResParticleInitializerArrayConst.html">ResParticleInitializerArrayConst</a> 1083 </th> 1084 <td> 1085 </td> 1086 </tr> 1087 <tr> 1088 <td width="100" /> 1089 <th> 1090 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayIterator.html">ResParticleUpdaterArrayIterator</a> 1091 </th> 1092 <td> 1093 </td> 1094 </tr> 1095 <tr> 1096 <td width="100" /> 1097 <th> 1098 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayConstIterator.html">ResParticleUpdaterArrayConstIterator</a> 1099 </th> 1100 <td> 1101 </td> 1102 </tr> 1103 <tr> 1104 <td width="100" /> 1105 <th> 1106 <a href="../../../nw/gfx/res/ResParticleUpdaterArray.html">ResParticleUpdaterArray</a> 1107 </th> 1108 <td> 1109 </td> 1110 </tr> 1111 <tr> 1112 <td width="100" /> 1113 <th> 1114 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayConst.html">ResParticleUpdaterArrayConst</a> 1115 </th> 1116 <td> 1117 </td> 1118 </tr> 1119 <tr> 1120 <td width="100" /> 1121 <th> 1122 <a href="../../../nw/gfx/res/ResParticleSetArray.html">ResParticleSetArray</a> 1123 </th> 1124 <td> 1125 </td> 1126 </tr> 1127 <tr> 1128 <td width="100" /> 1129 <th> 1130 <a href="../../../nw/gfx/res/ResSceneEnvironmentSettingArray.html">ResSceneEnvironmentSettingArray</a> 1131 </th> 1132 <td> 1133 </td> 1134 </tr> 1135 <tr> 1136 <td width="100" /> 1137 <th> 1138 <a href="../../../nw/gfx/res/ResReferenceSceneObjectArray.html">ResReferenceSceneObjectArray</a> 1139 </th> 1140 <td> 1141 </td> 1142 </tr> 1143 <tr> 1144 <td width="100" /> 1145 <th> 1146 <a href="../../../nw/gfx/res/ResLightSetArray.html">ResLightSetArray</a> 1147 </th> 1148 <td> 1149 </td> 1150 </tr> 1151 <tr> 1152 <td width="100" /> 1153 <th> 1154 <a href="../../../nw/gfx/res/ResShaderSymbolArrayIterator.html">ResShaderSymbolArrayIterator</a> 1155 </th> 1156 <td> 1157 </td> 1158 </tr> 1159 <tr> 1160 <td width="100" /> 1161 <th> 1162 <a href="../../../nw/gfx/res/ResShaderSymbolArrayConstIterator.html">ResShaderSymbolArrayConstIterator</a> 1163 </th> 1164 <td> 1165 </td> 1166 </tr> 1167 <tr> 1168 <td width="100" /> 1169 <th> 1170 <a href="../../../nw/gfx/res/ResShaderSymbolArray.html">ResShaderSymbolArray</a> 1171 </th> 1172 <td> 1173 </td> 1174 </tr> 1175 <tr> 1176 <td width="100" /> 1177 <th> 1178 <a href="../../../nw/gfx/res/ResShaderSymbolArrayConst.html">ResShaderSymbolArrayConst</a> 1179 </th> 1180 <td> 1181 </td> 1182 </tr> 1183 <tr> 1184 <td width="100" /> 1185 <th> 1186 <a href="../../../nw/gfx/res/ResShaderParameterArray.html">ResShaderParameterArray</a> 1187 </th> 1188 <td> 1189 </td> 1190 </tr> 1191 <tr> 1192 <td width="100" /> 1193 <th> 1194 <a href="../../../nw/gfx/res/ResShaderParameterArrayConst.html">ResShaderParameterArrayConst</a> 1195 </th> 1196 <td> 1197 </td> 1198 </tr> 1199 <tr> 1200 <td width="100" /> 1201 <th> 1202 <a href="../../../nw/gfx/res/ResPrimitiveArray.html">ResPrimitiveArray</a> 1203 </th> 1204 <td> 1205 </td> 1206 </tr> 1207 <tr> 1208 <td width="100" /> 1209 <th> 1210 <a href="../../../nw/gfx/res/ResPrimitiveSetArray.html">ResPrimitiveSetArray</a> 1211 </th> 1212 <td> 1213 </td> 1214 </tr> 1215 <tr> 1216 <td width="100" /> 1217 <th> 1218 <a href="../../../nw/gfx/res/ResShapeArray.html">ResShapeArray</a> 1219 </th> 1220 <td> 1221 </td> 1222 </tr> 1223 <tr> 1224 <td width="100" /> 1225 <th> 1226 <a href="../../../nw/gfx/res/ResBoneArray.html">ResBoneArray</a> 1227 </th> 1228 <td> 1229 </td> 1230 </tr> 1231 <tr> 1232 <td width="100" /> 1233 <th> 1234 <a href="../../../nw/gfx/res/ResTextureArray.html">ResTextureArray</a> 1235 </th> 1236 <td> 1237 </td> 1238 </tr> 1239 <tr> 1240 <td width="100" /> 1241 <th> 1242 <a href="../../../nw/gfx/res/ResPixelBasedImageArray.html">ResPixelBasedImageArray</a> 1243 </th> 1244 <td> 1245 </td> 1246 </tr> 1247 <tr> 1248 <td width="100" /> 1249 <th> 1250 <a href="../../../nw/gfx/res/ResPixelBasedImageArrayConst.html">ResPixelBasedImageArrayConst</a> 1251 </th> 1252 <td> 1253 </td> 1254 </tr> 1255 <tr> 1256 <td width="100" /> 1257 <th> 1258 <a href="../../../nw/gfx/res/ResTextureMapperArray.html">ResTextureMapperArray</a> 1259 </th> 1260 <td> 1261 </td> 1262 </tr> 1263 <tr> 1264 <td width="100" /> 1265 <th> 1266 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapperArray.html">ResPixelBasedTextureMapperArray</a> 1267 </th> 1268 <td> 1269 </td> 1270 </tr> 1271 <tr> 1272 <td width="100" /> 1273 <th> 1274 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapperArrayConst.html">ResPixelBasedTextureMapperArrayConst</a> 1275 </th> 1276 <td> 1277 </td> 1278 </tr> 1279 <tr> 1280 <td width="100" /> 1281 <th> 1282 <a href="../../../nw/gfx/res/ResVertexAttributeArray.html">ResVertexAttributeArray</a> 1283 </th> 1284 <td> 1285 </td> 1286 </tr> 1287 <tr> 1288 <td width="100" /> 1289 <th> 1290 <a href="../../../nw/gfx/res/ResVertexParamAttributeArray.html">ResVertexParamAttributeArray</a> 1291 </th> 1292 <td> 1293 </td> 1294 </tr> 1295 <tr> 1296 <td width="100" /> 1297 <th> 1298 <a href="../../../nw/gfx/res/ResVertexStreamArray.html">ResVertexStreamArray</a> 1299 </th> 1300 <td> 1301 </td> 1302 </tr> 1303 <tr> 1304 <td width="100" /> 1305 <th> 1306 <a href="../../../nw/gfx/res/ResIndexStreamArray.html">ResIndexStreamArray</a> 1307 </th> 1308 <td> 1309 </td> 1310 </tr> </table> 1311 </div> 1312 </a> <a name="function" id="function"> 1313 <h2>Functions</h2> 1314 <div class="section"> 1315 <table class="members"> 1316 <tr> 1317 <td width="100"> </td> 1318 <th> 1319 <a href="../../../nw/gfx/res/SetupReferenceLut.html"><CODE>SetupReferenceLut</CODE></a> 1320 </th> 1321 <td>Sets up reference lookup tables.</td> 1322 </tr> 1323 <tr> 1324 <td width="100"> </td> 1325 <th> 1326 <a href="../../../nw/gfx/res/GetReferenceLutTarget.html"><CODE>GetReferenceLutTarget</CODE></a> 1327 </th> 1328 <td>Searches by name through graphics files for a target in the reference lookup table, and gets this target if it was found.</td> 1329 </tr> 1330 <tr> 1331 <td width="100"> </td> 1332 <th> 1333 <a href="../../../nw/gfx/res/GetReferenceTextureTarget.html"><CODE>GetReferenceTextureTarget</CODE></a> 1334 </th> 1335 <td>Searches by name through graphics files for a reference texture target, and gets this target if it was found.</td> 1336 </tr> 1337 <tr> 1338 <td width="100"> </td> 1339 <th> 1340 <a href="../../../nw/gfx/res/GetReferenceShaderTarget.html"><CODE>GetReferenceShaderTarget</CODE></a> 1341 </th> 1342 <td>Searches by name through graphics files for a reference shader target, and gets this target if it was found.</td> 1343 </tr> </table> 1344 </div> 1345 </a> 1346 <hr><p>CONFIDENTIAL</p></body> 1347</html> 1348