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48    <title>nw::gfx</title>
49  </head>
50  <body>
51    <h1><a href="../../nw/Overview.html">nw</a>::gfx Namespace</h1>
52    <h2>Description</h2>
53    <div class="section">
54      <p>Namespace for the graphics library.</p>
55    </div>
56    <a name="namespace" id="namespace">
57      <h2>Namespace</h2>
58      <div class="section">
59        <table class="members">
60          <tr>
61            <th>
62              <a href="../../nw/gfx/res/Overview.html">nw::gfx::res</a>
63            </th>
64            <td>Namespace defining graphics resource data types.</td>
65          </tr> </table>
66      </div>
67    </a> <a name="class" id="class">
68      <h2>Classes</h2>
69      <div class="section">
70        <table class="members">
71          <tr>
72            <th>
73              <a href="../../nw/gfx/AimTargetViewUpdater/Overview.html"><CODE>nw::gfx::AimTargetViewUpdater</CODE></a>
74            </th>
75            <td>Class that updates the view matrix using the camera target and camera twist.</td>
76          </tr>
77          <tr>
78            <th>
79              <a href="../../nw/gfx/AmbientLight/Overview.html"><CODE>nw::gfx::AmbientLight</CODE></a>
80            </th>
81            <td>Class that represents an ambient light.</td>
82          </tr>
83          <tr>
84            <th>
85              <a href="../../nw/gfx/AnimGroup/Overview.html"><CODE>nw::gfx::AnimGroup</CODE></a>
86            </th>
87            <td>This class abstracts animation targets.</td>
88          </tr>
89          <tr>
90            <th>
91              <a href="../../nw/gfx/AnimObject/Overview.html"><CODE>nw::gfx::AnimObject</CODE></a>
92            </th>
93            <td>This class abstracts animation evaluation. Because this is an abstract class, it cannot be instantiated.</td>
94          </tr>
95          <tr>
96            <th>
97              <a href="../../nw/gfx/AnimBinding/Overview.html"><CODE>nw::gfx::AnimBinding</CODE></a>
98            </th>
99            <td>Class for an animation's binding info.</td>
100          </tr>
101          <tr>
102            <th>
103              <a href="../../nw/gfx/BaseAnimEvaluator/Overview.html"><CODE>nw::gfx::BaseAnimEvaluator</CODE></a>
104            </th>
105            <td>Base class for animation evaluators. Because this is an abstract class, it cannot be instantiated.</td>
106          </tr>
107          <tr>
108            <th>
109              <a href="../../nw/gfx/AnimEvaluator/Overview.html"><CODE>nw::gfx::AnimEvaluator</CODE></a>
110            </th>
111            <td>Class for evaluating general-purpose animations.</td>
112          </tr>
113          <tr>
114            <th>
115              <a href="../../nw/gfx/AnimBlender/Overview.html"><CODE>nw::gfx::AnimBlender</CODE></a>
116            </th>
117            <td>Base class for general-purpose animation blending. Because this is an abstract class, it cannot be instantiated.</td>
118          </tr>
119          <tr>
120            <th>
121              <a href="../../nw/gfx/AnimInterpolator/Overview.html"><CODE>nw::gfx::AnimInterpolator</CODE></a>
122            </th>
123            <td>Class for performing interpolation-style blending on the results of a general-purpose animation evaluation.</td>
124          </tr>
125          <tr>
126            <th>
127              <a href="../../nw/gfx/AnimOverrider/Overview.html"><CODE>nw::gfx::AnimOverrider</CODE></a>
128            </th>
129            <td>Class for performing overwrite-style blending on the results of a general-purpose animation evaluation.</td>
130          </tr>
131          <tr>
132            <th>
133              <a href="../../nw/gfx/BillboardUpdater/Overview.html"><CODE>nw::gfx::BillboardUpdater</CODE></a>
134            </th>
135            <td>Class for performing billboarding calculations.</td>
136          </tr>
137          <tr>
138            <th>
139              <a href="../../nw/gfx/CalculatedTransform/Overview.html"><CODE>nw::gfx::CalculatedTransform</CODE></a>
140            </th>
141            <td>Class representing pre-calculated transforms.</td>
142          </tr>
143          <tr>
144            <th>
145              <a href="../../nw/gfx/Camera/Overview.html"><CODE>nw::gfx::Camera</CODE></a>
146            </th>
147            <td>Class that represents a camera.</td>
148          </tr>
149          <tr>
150            <th>
151              <a href="../../nw/gfx/CameraProjectionUpdater/Overview.html"><CODE>nw::gfx::CameraProjectionUpdater</CODE></a>
152            </th>
153            <td>Interface that updates projection matrices.</td>
154          </tr>
155          <tr>
156            <th>
157              <a href="../../nw/gfx/CameraViewUpdater/Overview.html"><CODE>nw::gfx::CameraViewUpdater</CODE></a>
158            </th>
159            <td>Interface that updates view matrices.</td>
160          </tr>
161          <tr>
162            <th>
163              <a href="../../nw/gfx/CommandCacheManager/Overview.html"><CODE>nw::gfx::CommandCacheManager</CODE></a>
164            </th>
165            <td>Configures a global allocator for allocating a buffer when automatically creating a command cache.</td>
166          </tr>
167          <tr>
168            <th>
169              <a href="../../nw/gfx/Result/Overview.html"><CODE>nw::gfx::Result</CODE></a>
170            </th>
171            <td>Class for returning the results of operations.</td>
172          </tr>
173          <tr>
174            <th>
175              <a href="../../nw/gfx/DirectMaterialActivator/Overview.html"><CODE>nw::gfx::DirectMaterialActivator</CODE></a>
176            </th>
177            <td>Class for updating materials according to the specified options.</td>
178          </tr>
179          <tr>
180            <th>
181              <a href="../../nw/gfx/Fog/Overview.html"><CODE>nw::gfx::Fog</CODE></a>
182            </th>
183            <td>Class that represents fog.</td>
184          </tr>
185          <tr>
186            <th>
187              <a href="../../nw/gfx/FragmentLight/Overview.html">nw::gfx::FragmentLight</a>
188            </th>
189            <td>Class that represents a fragment light.</td>
190          </tr>
191          <tr>
192            <th>
193              <a href="../../nw/gfx/FrameBufferObject/Overview.html">nw::gfx::FrameBufferObject</a>
194            </th>
195            <td>Sets up the framebuffer.</td>
196          </tr>
197          <tr>
198            <th>
199              <a href="../../nw/gfx/FrustumProjectionUpdater/Overview.html"><CODE>nw::gfx::FrustumProjectionUpdater</CODE></a>
200            </th>
201            <td>Class for updating projection matrices using a view frustum.</td>
202          </tr>
203          <tr>
204            <th>
205              <a href="../../nw/gfx/GfxObject/Overview.html"><CODE>nw::gfx::GfxObject</CODE></a>
206            </th>
207            <td>Base class for all graphics-related objects.</td>
208          </tr>
209          <tr>
210            <th>
211              <a href="../../nw/gfx/GfxDeleter/Overview.html"><CODE>nw::gfx::GfxDeleter</CODE></a>
212            </th>
213            <td><a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a> deleter class for  <CODE>MovePtr</CODE>.</td>
214          </tr>
215          <tr>
216            <th>
217              <a href="../../nw/gfx/GfxPtr/Overview.html"><CODE>nw::gfx::GfxPtr</CODE></a>
218            </th>
219            <td>MovePtr class for <a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a>.</td>
220          </tr>
221          <tr>
222            <th>
223              <a href="../../nw/gfx/GraphicsDevice/Overview.html">nw::gfx::GraphicsDevice</a>
224            </th>
225            <td>The class for setting rendering content in the GPU.</td>
226          </tr>
227          <tr>
228            <th>
229              <a href="../../nw/gfx/HemiSphereLight/Overview.html"><CODE>nw::gfx::HemiSphereLight</CODE></a>
230            </th>
231            <td>Class that represents a hemispherical light.</td>
232          </tr>
233          <tr>
234            <th>
235              <a href="../../nw/gfx/IMaterialActivator/Overview.html"><CODE>nw::gfx::IMaterialActivator</CODE></a>
236            </th>
237            <td>Class for updating materials.</td>
238          </tr>
239          <tr>
240            <th>
241              <a href="../../nw/gfx/IMaterialIdGenerator/Overview.html"><CODE>nw::gfx::IMaterialIdGenerator</CODE></a>
242            </th>
243            <td>Interface that generates material IDs. Accept is called for each material from <a href="../../nw/gfx/SceneInitializer/Overview.html">SceneInitializer</a>. Also, Generate is called by </a>SceneInitializer::End<a href="../../nw/gfx/SceneInitializer/End.html">.</td>
244          </tr>
245          <tr>
246            <th>
247              <a href="../../nw/gfx/IRenderTarget/Overview.html"><CODE>nw::gfx::IRenderTarget</CODE></a>
248            </th>
249            <td>Interface that represents render targets.</td>
250          </tr>
251          <tr>
252            <th>
253              <a href="../../nw/gfx/ISceneUpdater/Overview.html"><CODE>nw::gfx::ISceneUpdater</CODE></a>
254            </th>
255            <td>Interface for updating scenes.</td>
256          </tr>
257          <tr>
258            <th>
259              <a href="../../nw/gfx/ISceneVisitor/Overview.html"><CODE>nw::gfx::ISceneVisitor</CODE></a>
260            </th>
261            <td>Interface for traversing a scene tree.</td>
262          </tr>
263          <tr>
264            <th>
265              <a href="../../nw/gfx/Light/Overview.html"><CODE>nw::gfx::Light</CODE></a>
266            </th>
267            <td>Class that represents lights.</td>
268          </tr>
269          <tr>
270            <th>
271              <a href="../../nw/gfx/LightSet/Overview.html">nw::gfx::LightSet</a>
272            </th>
273            <td>Class that represents light sets.</td>
274          </tr>
275          <tr>
276            <th>
277              <a href="../../nw/gfx/LookAtTargetViewUpdater/Overview.html"><CODE>nw::gfx::LookAtTargetViewUpdater</CODE></a>
278            </th>
279            <td>Class that updates the view matrix using the upward vector and the coordinates of the camera target.</td>
280          </tr>
281          <tr>
282            <th>
283              <a href="../../nw/gfx/Material/Overview.html"><CODE>nw::gfx::Material</CODE></a>
284            </th>
285            <td>Class that represents materials.</td>
286          </tr>
287          <tr>
288            <th>
289              <a href="../../nw/gfx/MaterialActivator/Overview.html"><CODE>nw::gfx::MaterialActivator</CODE></a>
290            </th>
291            <td>Class for updating materials.</td>
292          </tr>
293          <tr>
294            <th>
295              <a href="../../nw/gfx/MeshRenderer/Overview.html"><CODE>nw::gfx::MeshRenderer</CODE></a>
296            </th>
297            <td>Class that controls the mesh rendering process.</td>
298          </tr>
299          <tr>
300            <th>
301              <a href="../../nw/gfx/Model/Overview.html"><CODE>nw::gfx::Model</CODE></a>
302            </th>
303            <td>Class for representing objects that are displayed in a scene.</td>
304          </tr>
305          <tr>
306            <th>
307              <a href="../../nw/gfx/OffScreenBuffer/Overview.html">nw::gfx::OffScreenBuffer</a>
308            </th>
309            <td>Class that represents render targets that are not to be displayed on the screen.</td>
310          </tr>
311          <tr>
312            <th>
313              <a href="../../nw/gfx/OnScreenBuffer/Overview.html"><CODE>nw::gfx::OnScreenBuffer</CODE></a>
314            </th>
315            <td>Class that represents render targets that are displayed on the screen.</td>
316          </tr>
317          <tr>
318            <th>
319              <a href="../../nw/gfx/OrthoProjectionUpdater/Overview.html"><CODE>nw::gfx::OrthoProjectionUpdater</CODE></a>
320            </th>
321            <td>Class for updating the projection matrix using orthogonal projection.</td>
322          </tr>
323          <tr>
324            <th>
325              <a href="../../nw/gfx/ParticleCollection/Overview.html"><CODE>nw::gfx::ParticleCollection</CODE></a>
326            </th>
327            <td>Class that represents information about particles within a particle system.</td>
328          </tr>
329          <tr>
330            <th>
331              <a href="../../nw/gfx/ParticleContext/Overview.html"><CODE>nw::gfx::ParticleContext</CODE></a>
332            </th>
333            <td>Class for storing a particle's content during an update.</td>
334          </tr>
335          <tr>
336            <th>
337              <a href="../../nw/gfx/ParticleEmitter/Overview.html"><CODE>nw::gfx::ParticleEmitter</CODE></a>
338            </th>
339            <td>Class that represents particle emitters.</td>
340          </tr>
341          <tr>
342            <th>
343              <a href="../../nw/gfx/ParticleMaterialActivator/Overview.html">nw::gfx::ParticleMaterialActivator</a>
344            </th>
345            <td>Class for updating materials.</td>
346          </tr>
347          <tr>
348            <th>
349              <a href="../../nw/gfx/ParticleSetsAreEmpty/Overview.html">nw::gfx::ParticleSetsAreEmpty</a>
350            </th>
351            <td>Functor to check whether <CODE>ParticleSet </CODE>is empty.</td>
352          </tr>
353          <tr>
354            <th>
355              <a href="../../nw/gfx/ParticleSetsClear/Overview.html">nw::gfx::ParticleSetsClear</a>
356            </th>
357            <td>The functor to empty out <CODE>ParticleSet</CODE>.</td>
358          </tr>
359          <tr>
360            <th>
361              <a href="../../nw/gfx/ParticleModel/Overview.html"><CODE>nw::gfx::ParticleModel</CODE></a>
362            </th>
363            <td>Class for particle models.</td>
364          </tr>
365          <tr>
366            <th>
367              <a href="../../nw/gfx/ParticleRandom/Overview.html"><CODE>nw::gfx::ParticleRandom</CODE></a>
368            </th>
369            <td>Class that generates random numbers for particles.</td>
370          </tr>
371          <tr>
372            <th>
373              <a href="../../nw/gfx/ParticleSceneUpdater/Overview.html"><CODE>nw::gfx::ParticleSceneUpdater</CODE></a>
374            </th>
375            <td>Class for updating particles (<B>provisional</B>).</td>
376          </tr>
377          <tr>
378            <th>
379              <a href="../../nw/gfx/ParticleSet/Overview.html"><CODE>nw::gfx::ParticleSet</CODE></a>
380            </th>
381            <td>Class that represents particle sets.</td>
382          </tr>
383          <tr>
384            <th>
385              <a href="../../nw/gfx/ParticleShape/Overview.html">nw::gfx::ParticleShape</a>
386            </th>
387            <td>Class that represents particle shapes.</td>
388          </tr>
389          <tr>
390            <th>
391              <a href="../../nw/gfx/ParticleUtil/Overview.html">nw::gfx::ParticleUtil</a>
392            </th>
393            <td>Utilities for particles.</td>
394          </tr>
395          <tr>
396            <th>
397              <a href="../../nw/gfx/ParticleSetIsBufferFlushEnabledSetter/Overview.html">nw::gfx::ParticleSetIsBufferFlushEnabledSetter</a>
398            </th>
399            <td>Functor that sets the VBO flush for particles.</td>
400          </tr>
401          <tr>
402            <th>
403              <a href="../../nw/gfx/PerspectiveProjectionUpdater/Overview.html"><CODE>nw::gfx::PerspectiveProjectionUpdater</CODE></a>
404            </th>
405            <td>Class for updating projection matrices using the angle of view.</td>
406          </tr>
407          <tr>
408            <th>
409              <a href="../../nw/gfx/RenderContext/Overview.html"><CODE>nw::gfx::RenderContext</CODE></a>
410            </th>
411            <td>Class that stores information for controlling the render process.</td>
412          </tr>
413          <tr>
414            <th>
415              <a href="../../nw/gfx/RenderCommand/Overview.html"><CODE>nw::gfx::RenderCommand</CODE></a>
416            </th>
417            <td>Class for interrupting original processing midway through the render queue.</td>
418          </tr>
419          <tr>
420            <th>
421              <a href="../../nw/gfx/BasicRenderElement/Overview.html"><CODE>nw::gfx::BasicRenderElement</CODE></a>
422            </th>
423            <td>Class that serves as the render unit that accumulates in the render queue.</td>
424          </tr>
425          <tr>
426            <th>
427              <a href="../../nw/gfx/BasicRenderKeyFactory/Overview.html"><CODE>nw::gfx::BasicRenderKeyFactory</CODE></a>
428            </th>
429            <td>Class for creating keys used when performing render sorts.</td>
430          </tr>
431          <tr>
432            <th>
433              <a href="../../nw/gfx/PriorMaterialRenderKeyFactory/Overview.html"><CODE>nw::gfx::PriorMaterialRenderKeyFactory</CODE></a>
434            </th>
435            <td>Render key factory class that gives priority to materials.</td>
436          </tr>
437          <tr>
438            <th>
439              <a href="../../nw/gfx/PriorDepthRenderKeyFactory/Overview.html"><CODE>nw::gfx::PriorDepthRenderKeyFactory</CODE></a>
440            </th>
441            <td>Render key factory class that gives priority to depths.</td>
442          </tr>
443          <tr>
444            <th>
445              <a href="../../nw/gfx/TopPriorDepthRenderKeyFactory/Overview.html">nw::gfx::TopPriorDepthRenderKeyFactory</a>
446            </th>
447            <td>Render key factory class that gives top priority to depths.</td>
448          </tr>
449          <tr>
450            <th>
451              <a href="../../nw/gfx/BasicRenderQueue/Overview.html"><CODE>nw::gfx::BasicRenderQueue</CODE></a>
452            </th>
453            <td>Queue class that stores render elements.</td>
454          </tr>
455          <tr>
456            <th>
457              <a href="../../nw/gfx/RotateViewUpdater/Overview.html"><CODE>nw::gfx::RotateViewUpdater</CODE></a>
458            </th>
459            <td>Class that updates the view matrix using the rotation angles of the camera.</td>
460          </tr>
461          <tr>
462            <th>
463              <a href="../../nw/gfx/SceneBuilder/Overview.html">nw::gfx::SceneBuilder</a>
464            </th>
465            <td>Class that generates objects in a scene.</td>
466          </tr>
467          <tr>
468            <th>
469              <a href="../../nw/gfx/SceneContext/Overview.html"><CODE>nw::gfx::SceneContext</CODE></a>
470            </th>
471            <td>Class for storing content during a scene analysis.</td>
472          </tr>
473          <tr>
474            <th>
475              <a href="../../nw/gfx/SceneEnvironment/Overview.html">nw::gfx::SceneEnvironment</a>
476            </th>
477            <td>The class indicating the scene environment.</td>
478          </tr>
479          <tr>
480            <th>
481              <a href="../../nw/gfx/SceneEnvironmentSetting/Overview.html"><CODE>nw::gfx::SceneEnvironmentSetting</CODE></a>
482            </th>
483            <td>The class indicating the scene environment settings.</td>
484          </tr>
485          <tr>
486            <th>
487              <a href="../../nw/gfx/SceneHelper/Overview.html">nw::gfx::SceneHelper</a>
488            </th>
489            <td>Library class that sets the parent-child relationships for each node in a scene based on the resources held by the scene objects.</td>
490          </tr>
491          <tr>
492            <th>
493              <a href="../../nw/gfx/AttachNode/Overview.html">nw::gfx::AttachNode</a>
494            </th>
495            <td>The functor for attaching children to a scene node</td>
496          </tr>
497          <tr>
498            <th>
499              <a href="../../nw/gfx/SceneInitializer/Overview.html"><CODE>nw::gfx::SceneInitializer</CODE></a>
500            </th>
501            <td>Searches through and initializes its content.</td>
502          </tr>
503          <tr>
504            <th>
505              <a href="../../nw/gfx/SceneNode/Overview.html"><CODE>nw::gfx::SceneNode</CODE></a>
506            </th>
507            <td>Class acting as the type of node from which the scene tree is built. Can have multiple children.</td>
508          </tr>
509          <tr>
510            <th>
511              <a href="../../nw/gfx/SceneObject/Overview.html"><CODE>nw::gfx::SceneObject</CODE></a>
512            </th>
513            <td>Base class for objects in a scene.</td>
514          </tr>
515          <tr>
516            <th>
517              <a href="../../nw/gfx/SceneTraverser/Overview.html"><CODE>nw::gfx::SceneTraverser</CODE></a>
518            </th>
519            <td>Searches through a scene to gathers the information required for updating and rendering.</td>
520          </tr>
521          <tr>
522            <th>
523              <a href="../../nw/gfx/SceneUpdateHelper/Overview.html">nw::gfx::SceneUpdateHelper</a>
524            </th>
525            <td>Library class for helping with scene updates.</td>
526          </tr>
527          <tr>
528            <th>
529              <a href="../../nw/gfx/SceneUpdater/Overview.html"><CODE>nw::gfx::SceneUpdater</CODE></a>
530            </th>
531            <td>Class for updating scenes.</td>
532          </tr>
533          <tr>
534            <th>
535              <a href="../../nw/gfx/ShaderBinaryInfo/Overview.html"><CODE>nw::gfx::ShaderBinaryInfo</CODE></a>
536            </th>
537            <td>Class for executing processes such as analyzing shader binary and creating commands.</td>
538          </tr>
539          <tr>
540            <th>
541              <a href="../../nw/gfx/ShaderProgram/Overview.html"><CODE>nw::gfx::ShaderProgram</CODE></a>
542            </th>
543            <td>Executable shader program that can link combinations of multiple shader types.</td>
544          </tr>
545          <tr>
546            <th>
547              <a href="../../nw/gfx/SimpleMaterialActivator/Overview.html"><CODE>nw::gfx::SimpleMaterialActivator</CODE></a>
548            </th>
549            <td>Class for updating materials.</td>
550          </tr>
551          <tr>
552            <th>
553              <a href="../../nw/gfx/SkeletalModel/Overview.html"><CODE>nw::gfx::SkeletalModel</CODE></a>
554            </th>
555            <td>Model class that can contain a lightweight internal hierarchical structure.</td>
556          </tr>
557          <tr>
558            <th>
559              <a href="../../nw/gfx/Skeleton/Overview.html"><CODE>nw::gfx::Skeleton</CODE></a>
560            </th>
561            <td>Interface that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</td>
562          </tr>
563          <tr>
564            <th>
565              <a href="../../nw/gfx/SkeletonUpdater/Overview.html"><CODE>nw::gfx::SkeletonUpdater</CODE></a>
566            </th>
567            <td>Class for updating the information about bones in a skeleton.</td>
568          </tr>
569          <tr>
570            <th>
571              <a href="../../nw/gfx/SortingMaterialIdGenerator/Overview.html">nw::gfx::SortingMaterialIdGenerator</a>
572            </th>
573            <td>Class for creating material IDs from the results of sorting.</td>
574          </tr>
575          <tr>
576            <th>
577              <a href="../../nw/gfx/StandardSkeleton/Overview.html"><CODE>nw::gfx::StandardSkeleton</CODE></a>
578            </th>
579            <td>Class that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</td>
580          </tr>
581          <tr>
582            <th>
583              <a href="../../nw/gfx/TransformAnimBlendOp/Overview.html"><CODE>nw::gfx::TransformAnimBlendOp</CODE></a>
584            </th>
585            <td>Base class for blend operations for transform animations.</td>
586          </tr>
587          <tr>
588            <th>
589              <a href="../../nw/gfx/TransformAnimBlendOpStandard/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpStandard</CODE></a>
590            </th>
591            <td>Class for standard blend operations for transform animations. Blends the components of rotation matrices and performs orthonormalization.</td>
592          </tr>
593          <tr>
594            <th>
595              <a href="../../nw/gfx/TransformAnimBlendOpAccScale/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpAccScale</CODE></a>
596            </th>
597            <td>Class for blend operations that support accurate scale blending for transform animations.</td>
598          </tr>
599          <tr>
600            <th>
601              <a href="../../nw/gfx/TransformAnimBlendOpQuat/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpQuat</CODE></a>
602            </th>
603            <td>Class for blend operations that support rotation blending for transform animations using quaternions.</td>
604          </tr>
605          <tr>
606            <th>
607              <a href="../../nw/gfx/TransformAnimBlendOpAccScaleQuat/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpAccScaleQuat</CODE></a>
608            </th>
609            <td>Class for blend operations that support rotation blending for transform animations using accurate scale blending and quaternions.</td>
610          </tr>
611          <tr>
612            <th>
613              <a href="../../nw/gfx/TransformAnimEvaluator/Overview.html"><CODE>nw::gfx::TransformAnimEvaluator</CODE></a>
614            </th>
615            <td>Class for evaluating transform animations.</td>
616          </tr>
617          <tr>
618            <th>
619              <a href="../../nw/gfx/TransformAnimInterpolator/Overview.html"><CODE>nw::gfx::TransformAnimInterpolator</CODE></a>
620            </th>
621            <td>Class for performing interpolation-style blending on the results of a transformation animation evaluation.</td>
622          </tr>
623          <tr>
624            <th>
625              <a href="../../nw/gfx/TransformAnimOverrider/Overview.html"><CODE>nw::gfx::TransformAnimOverrider</CODE></a>
626            </th>
627            <td>Class for performing overwrite-style blending on the results of a transformation animation evaluation.</td>
628          </tr>
629          <tr>
630            <th>
631              <a href="../../nw/gfx/TransformNode/Overview.html"><CODE>nw::gfx::TransformNode</CODE></a>
632            </th>
633            <td>Class that represents scene nodes that contain transformation information.</td>
634          </tr>
635          <tr>
636            <th>
637              <a href="../../nw/gfx/VertexLight/Overview.html"><CODE>nw::gfx::VertexLight</CODE></a>
638            </th>
639            <td>Class that represents vertex lights.</td>
640          </tr>
641          <tr>
642            <th>
643              <a href="../../nw/gfx/Viewport/Overview.html">nw::gfx::Viewport</a>
644            </th>
645            <td>Class that represents viewports.</td>
646          </tr>
647          <tr>
648            <th>
649              <a href="../../nw/gfx/WorldMatrixUpdater/Overview.html"><CODE>nw::gfx::WorldMatrixUpdater</CODE></a>
650            </th>
651            <td>Class for updating world matrices.</td>
652          </tr> </table>
653      </div>
654    </a> <a name="struct" id="struct">
655      <h2>Structures</h2>
656      <div class="section">
657        <table class="members">
658          <tr>
659            <th>
660              <a href="../../nw/gfx/ParticleSetCompare/Overview.html">nw::gfx::ParticleSetCompare</a>
661            </th>
662            <td>Function object for sorting dependency relationships of a particle set.</td>
663          </tr>
664          <tr>
665            <th>
666              <a href="../../nw/gfx/RenderElementCompare/Overview.html"><CODE>nw::gfx::RenderElementCompare</CODE></a>
667            </th>
668            <td>Functor for sorting and comparison.</td>
669          </tr>
670          <tr>
671            <th>
672              <a href="../../nw/gfx/SafeBranchDestroyer/Overview.html"><CODE>nw::gfx::SafeBranchDestroyer</CODE></a>
673            </th>
674            <td>Functor for destroying objects using <CODE>SafeDestroyBranch</CODE>.</td>
675          </tr> </table>
676      </div>
677    </a> <a name="enum" id="enum">
678      <h2>Enumerated Types</h2>
679      <div class="section">
680        <table class="members">
681          <tr>
682            <td width="100"> </td>
683            <th>
684              <a href="../../nw/gfx/PlatformConstants.html"><CODE>PlatformConstants</CODE></a>
685            </th>
686            <td>Definitions of platform-dependent constants.</td>
687          </tr>
688          <tr>
689            <td width="100"> </td>
690            <th>
691              <a href="../../nw/gfx/ResourceResult.html">ResourceResult</a>
692            </th>
693            <td>Definition of resource Setup results. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td>
694          </tr>
695          <tr>
696            <td width="100"> </td>
697            <th>
698              <a href="../../nw/gfx/InitializeResult.html">InitializeResult</a>
699            </th>
700            <td>Definition of instance initialization result. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td>
701          </tr>
702          <tr>
703            <td width="100"> </td>
704            <th>
705              <a href="../../nw/gfx/BindResult.html">BindResult</a>
706            </th>
707            <td>Definition of animation binding result. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td>
708          </tr>
709          <tr>
710            <td width="100"> </td>
711            <th>
712              <a href="../../nw/gfx/RenderColorFormat.html">RenderColorFormat</a>
713            </th>
714            <td>Definitions of buffer formats.</td>
715          </tr>
716          <tr>
717            <td width="100"> </td>
718            <th>
719              <a href="../../nw/gfx/RenderDepthFormat.html">RenderDepthFormat</a>
720            </th>
721            <td>
722        </td>
723          </tr>
724          <tr>
725            <td width="100"> </td>
726            <th>
727              <a href="../../nw/gfx/GraphicsMemoryArea.html">GraphicsMemoryArea</a>
728            </th>
729            <td>Definitions that represent graphics memory areas.</td>
730          </tr>
731          <tr>
732            <td width="100"> </td>
733            <th>
734              <a href="../../nw/gfx/ShadowKind.html">ShadowKind</a>
735            </th>
736            <td>The shadow type.</td>
737          </tr>
738          <tr>
739            <td width="100"> </td>
740            <th>
741              <a href="../../nw/gfx/ParticleBuffer.html">ParticleBuffer</a>
742            </th>
743            <td>Types of particle buffers.</td>
744          </tr>
745          <tr>
746            <td width="100"> </td>
747            <th>
748              <a href="../../nw/gfx/GeometryShaderMode.html">GeometryShaderMode</a>
749            </th>
750            <td>Definitions that represent geometry shader modes.</td>
751          </tr>
752          <tr>
753            <td width="100"> </td>
754            <th>
755              <a href="../../nw/gfx/VertexShaderUniformIndex.html">VertexShaderUniformIndex</a>
756            </th>
757            <td>Index numbers for floating-point registers used by vertex shaders.</td>
758          </tr> </table>
759      </div>
760    </a> <a name="typedef" id="typedef">
761      <h2><CODE>typedef</CODE> Definitions</h2>
762      <div class="section">
763        <table class="members">
764          <tr>
765            <th class="category" colspan="3">Render elements</th>
766          </tr>
767          <tr>
768            <td width="100" />
769            <th>
770              <a href="../../nw/gfx/RenderKeyType.html">RenderKeyType</a>
771            </th>
772            <td>Type of key used when performing render sorts.</td>
773          </tr>
774          <tr>
775            <td width="100" />
776            <th>
777              <a href="../../nw/gfx/RenderElement.html">RenderElement</a>
778            </th>
779            <td>Definition of the standard render element.</td>
780          </tr>
781          <tr>
782            <td width="100" />
783            <th>
784              <a href="../../nw/gfx/RenderKeyFactory.html">RenderKeyFactory</a>
785            </th>
786            <td>Definition of the standard render key factory.</td>
787          </tr>
788          <tr>
789            <th class="category" colspan="3">Other</th>
790          </tr>
791          <tr>
792            <td width="100" />
793            <th>
794              <a href="../../nw/gfx/FixedFragmentLightArray.html">FixedFragmentLightArray</a>
795            </th>
796            <td>Fragment light array.</td>
797          </tr>
798          <tr>
799            <td width="100" />
800            <th>
801              <a href="../../nw/gfx/MaterialArray.html"><CODE>MaterialArray</CODE></a>
802            </th>
803            <td>Definition of a material array.</td>
804          </tr>
805          <tr>
806            <td width="100" />
807            <th>
808              <a href="../../nw/gfx/ParticleTime.html"><CODE>ParticleTime</CODE></a>
809            </th>
810            <td>Time type for particle processing.</td>
811          </tr>
812          <tr>
813            <td width="100" />
814            <th>
815              <a href="../../nw/gfx/RenderQueue.html">RenderQueue</a>
816            </th>
817            <td>Definition of the standard render queue.</td>
818          </tr>
819          <tr>
820            <td width="100" />
821            <th>
822              <a href="../../nw/gfx/SceneNodeArray.html"><CODE>SceneNodeArray</CODE></a>
823            </th>
824            <td>Definition of a scene node array.</td>
825          </tr>
826          <tr>
827            <td width="100" />
828            <th>
829              <a href="../../nw/gfx/ModelArray.html">ModelArray</a>
830            </th>
831            <td>Definition of a model array.</td>
832          </tr>
833          <tr>
834            <td width="100" />
835            <th>
836              <a href="../../nw/gfx/SkeletalModelArray.html">SkeletalModelArray</a>
837            </th>
838            <td>Definition of a skeletal model array.</td>
839          </tr>
840          <tr>
841            <td width="100" />
842            <th>
843              <a href="../../nw/gfx/LightArray.html">LightArray</a>
844            </th>
845            <td>Definition of a light array.</td>
846          </tr>
847          <tr>
848            <td width="100" />
849            <th>
850              <a href="../../nw/gfx/FragmentLightArray.html">FragmentLightArray</a>
851            </th>
852            <td>Definition of a fragment light array.</td>
853          </tr>
854          <tr>
855            <td width="100" />
856            <th>
857              <a href="../../nw/gfx/VertexLightArray.html">VertexLightArray</a>
858            </th>
859            <td>Definition of a vertex light array.</td>
860          </tr>
861          <tr>
862            <td width="100" />
863            <th>
864              <a href="../../nw/gfx/HemiSphereLightArray.html"><CODE>HemiSphereLightArray</CODE></a>
865            </th>
866            <td>Definition of a hemispherical light array.</td>
867          </tr>
868          <tr>
869            <td width="100" />
870            <th>
871              <a href="../../nw/gfx/AmbientLightArray.html"><CODE>AmbientLightArray</CODE></a>
872            </th>
873            <td>Definition of an ambient light array.</td>
874          </tr>
875          <tr>
876            <td width="100" />
877            <th>
878              <a href="../../nw/gfx/CameraArray.html">CameraArray</a>
879            </th>
880            <td>Definition of a camera array.</td>
881          </tr>
882          <tr>
883            <td width="100" />
884            <th>
885              <a href="../../nw/gfx/FogArray.html"><CODE>FogArray</CODE></a>
886            </th>
887            <td>Definition of a fog array.</td>
888          </tr>
889          <tr>
890            <td width="100" />
891            <th>
892              <a href="../../nw/gfx/ParticleSetArray.html"><CODE>ParticleSetArray</CODE></a>
893            </th>
894            <td>Definition of a particle set array.</td>
895          </tr>
896          <tr>
897            <td width="100" />
898            <th>
899              <a href="../../nw/gfx/ParticleEmitterArray.html">ParticleEmitterArray</a>
900            </th>
901            <td>Definition of a particle emitter array.</td>
902          </tr>
903          <tr>
904            <td width="100" />
905            <th>
906              <a href="../../nw/gfx/ParticleModelArray.html">ParticleModelArray</a>
907            </th>
908            <td>Definition of a particle model array.</td>
909          </tr>
910          <tr>
911            <td width="100" />
912            <th>
913              <a href="../../nw/gfx/LightSetArray.html">LightSetArray</a>
914            </th>
915            <td>The light set array.</td>
916          </tr>
917          <tr>
918            <td width="100" />
919            <th>
920              <a href="../../nw/gfx/AnimatableNodeArray.html">AnimatableNodeArray</a>
921            </th>
922            <td>Array definition for nodes to be animated.</td>
923          </tr>
924          <tr>
925            <td width="100" />
926            <th>
927              <a href="../../nw/gfx/RenderEnvironment.html"><CODE>RenderEnvironment</CODE></a>
928            </th>
929            <td>This  definition is for purposes of compatibility.</td>
930          </tr>
931          <tr>
932            <td width="100" />
933            <th>
934              <a href="../../nw/gfx/SceneNodeChildren.html"><CODE>SceneNodeChildren</CODE></a>
935            </th>
936            <td>List for managing children of scene nodes.</td>
937          </tr> </table>
938      </div>
939    </a> <a name="function" id="function">
940      <h2>Functions</h2>
941      <div class="section">
942        <table class="members">
943          <tr>
944            <th class="category" colspan="3">Render elements</th>
945          </tr>
946          <tr>
947            <td width="100">  </td>
948            <th>
949              <a href="../../nw/gfx/CreatePriorMaterialRenderKeyFactory.html"><CODE>CreatePriorMaterialRenderKeyFactory</CODE></a>
950            </th>
951            <td>Creates a factory that creates render keys, giving priority to materials.</td>
952          </tr>
953          <tr>
954            <td width="100">  </td>
955            <th>
956              <a href="../../nw/gfx/CreatePriorMaterialReverseDepthRenderKeyFactory.html"><CODE>CreatePriorMaterialReverseDepthRenderKeyFactory</CODE></a>
957            </th>
958            <td>Creates a factory that creates render keys that are rendered starting from the background, giving priority to materials.</td>
959          </tr>
960          <tr>
961            <td width="100">  </td>
962            <th>
963              <a href="../../nw/gfx/CreatePriorMaterialAndZeroDepthRenderKeyFactory.html">CreatePriorMaterialAndZeroDepthRenderKeyFactory</a>
964            </th>
965            <td>Creates a factory that for creating render keys, giving priority to materials without depth information.</td>
966          </tr>
967          <tr>
968            <td width="100">  </td>
969            <th>
970              <a href="../../nw/gfx/CreatePriorDepthRenderKeyFactory.html"><CODE>CreatePriorDepthRenderKeyFactory</CODE></a>
971            </th>
972            <td>Creates a factory that creates render keys, giving priority to depths.</td>
973          </tr>
974          <tr>
975            <td width="100">  </td>
976            <th>
977              <a href="../../nw/gfx/CreatePriorDepthReverseDepthRenderKeyFactory.html"><CODE>CreatePriorDepthReverseDepthRenderKeyFactory</CODE></a>
978            </th>
979            <td>Creates a factory that creates render keys that are rendered starting from the background, giving priority to depths.</td>
980          </tr>
981          <tr>
982            <td width="100">  </td>
983            <th>
984              <a href="../../nw/gfx/CreateTopPriorDepthRenderKeyFactory.html">CreateTopPriorDepthRenderKeyFactory</a>
985            </th>
986            <td>Creates a factory that creates render keys with highest priority given to depth.</td>
987          </tr>
988          <tr>
989            <td width="100">  </td>
990            <th>
991              <a href="../../nw/gfx/CreateTopPriorDepthReverseDepthRenderKeyFactory.html">CreateTopPriorDepthReverseDepthRenderKeyFactory</a>
992            </th>
993            <td>Creates a factory that creates render keys that are rendered starting from the background, with highest priority given to depth.</td>
994          </tr>
995          <tr>
996            <th class="category" colspan="3">Other</th>
997          </tr>
998          <tr>
999            <td width="100">  </td>
1000            <th>
1001              <a href="../../nw/gfx/AnimWeightNearlyEqual.html"><CODE>AnimWeightNearlyEqual</CODE></a>
1002            </th>
1003            <td>Compares animation weights.</td>
1004          </tr>
1005          <tr>
1006            <td width="100">  </td>
1007            <th>
1008              <a href="../../nw/gfx/AnimWeightNearlyEqualZero.html"><CODE>AnimWeightNearlyEqualZero</CODE></a>
1009            </th>
1010            <td>Compares animation weights to determine if they are close to zero.</td>
1011          </tr>
1012          <tr>
1013            <td width="100">  </td>
1014            <th>
1015              <a href="../../nw/gfx/AnimWeightNearlyEqualOne.html"><CODE>AnimWeightNearlyEqualOne</CODE></a>
1016            </th>
1017            <td>Compares animation weights to determine if they are close to one.</td>
1018          </tr>
1019          <tr>
1020            <td width="100">  </td>
1021            <th>
1022              <a href="../../nw/gfx/GetAnimWeightNormalizeScale.html"><CODE>GetAnimWeightNormalizeScale</CODE></a>
1023            </th>
1024            <td>Gets the scale used to normalize the animation blend weights.</td>
1025          </tr>
1026          <tr>
1027            <td width="100">  </td>
1028            <th>
1029              <a href="../../nw/gfx/SafeDestroyBranch.html"><CODE>SafeDestroyBranch</CODE></a>
1030            </th>
1031            <td>Inline function for setting a branch and all its descendants to zero after it has been deleted.</td>
1032          </tr>
1033          <tr>
1034            <td width="100">  </td>
1035            <th>
1036              <a href="../../nw/gfx/SafeDestroyBranchAll.html"><CODE>SafeDestroyBranchAll</CODE></a>
1037            </th>
1038            <td>Function for destroying all objects in the container element using <CODE>SafeBranchDestroy</CODE>.</td>
1039          </tr> </table>
1040      </div>
1041    </a>
1042  <hr><p>CONFIDENTIAL</p></body>
1043</html>
1044