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</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