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 22 span.virtual_style 23 { 24 font-size : 8pt; 25 color : white; 26 font-weight : bold; 27 background : #0a0; 28 border-left : solid 1px #0f0; 29 border-top : solid 1px #0f0; 30 border-right : solid 1px #060; 31 border-bottom : solid 1px #060; 32 padding-left : 2px; 33 padding-right : 2px; 34 } 35 36 span.protected_style 37 { 38 font-size : 8pt; 39 color : white; 40 font-weight : bold; 41 background : #444; 42 border-left : solid 1px #ccc; 43 border-top : solid 1px #ccc; 44 border-right : solid 1px #222; 45 border-bottom : solid 1px #222; 46 padding-left : 2px; 47 padding-right : 2px; 48 } 49 --></style> 50 <title>nw::gfx::res</title> 51 </head> 52 <body> 53 <h1><CODE><a href="../../../nw/Overview.html">nw</a>::<a href="../../../nw/gfx/Overview.html">gfx</a>::res</CODE> Namespace</h1> 54 <h2>Description</h2> 55 <div class="section"> 56 <p>Namespace defining graphics resource data types.</p> 57 </div> 58 <a name="class" id="class"> 59 <h2>Classes</h2> 60 <div class="section"> 61 <table class="members"> 62 <tr> 63 <th> 64 <a href="../../../nw/gfx/res/ResCameraViewUpdater/Overview.html"><CODE>nw::gfx::res::ResCameraViewUpdater</CODE></a> 65 </th> 66 <td>Base class for camera view updater resources.</td> 67 </tr> 68 <tr> 69 <th> 70 <a href="../../../nw/gfx/res/ResCameraProjectionUpdater/Overview.html"><CODE>nw::gfx::res::ResCameraProjectionUpdater</CODE></a> 71 </th> 72 <td>Base class for camera projection updater resources.</td> 73 </tr> 74 <tr> 75 <th> 76 <a href="../../../nw/gfx/res/ResAimTargetViewUpdater/Overview.html"><CODE>nw::gfx::res::ResAimTargetViewUpdater</CODE></a> 77 </th> 78 <td>Binary resource class for view updater data for <CODE>Aim</CODE>-type cameras.</td> 79 </tr> 80 <tr> 81 <th> 82 <a href="../../../nw/gfx/res/ResLookAtTargetViewUpdater/Overview.html"><CODE>nw::gfx::res::ResLookAtTargetViewUpdater</CODE></a> 83 </th> 84 <td>Binary resource class for view updater data for <CODE>LookAt</CODE>-type cameras.</td> 85 </tr> 86 <tr> 87 <th> 88 <a href="../../../nw/gfx/res/ResRotateViewUpdater/Overview.html"><CODE>nw::gfx::res::ResRotateViewUpdater</CODE></a> 89 </th> 90 <td>Binary resource class for view updater data for <CODE>Rotate</CODE>-type cameras.</td> 91 </tr> 92 <tr> 93 <th> 94 <a href="../../../nw/gfx/res/ResFrustumProjectionUpdater/Overview.html"><CODE>nw::gfx::res::ResFrustumProjectionUpdater</CODE></a> 95 </th> 96 <td>Binary resource class for <CODE>Frustum</CODE> projection updaters.</td> 97 </tr> 98 <tr> 99 <th> 100 <a href="../../../nw/gfx/res/ResOrthoProjectionUpdater/Overview.html"><CODE>nw::gfx::res::ResOrthoProjectionUpdater</CODE></a> 101 </th> 102 <td>Binary resource class for <CODE>Ortho</CODE> projection updaters.</td> 103 </tr> 104 <tr> 105 <th> 106 <a href="../../../nw/gfx/res/ResPerspectiveProjectionUpdater/Overview.html"><CODE>nw::gfx::res::ResPerspectiveProjectionUpdater</CODE></a> 107 </th> 108 <td>Binary resource class for <CODE>Perspective</CODE> projection updaters.</td> 109 </tr> 110 <tr> 111 <th> 112 <a href="../../../nw/gfx/res/ResCamera/Overview.html"><CODE>nw::gfx::res::ResCamera</CODE></a> 113 </th> 114 <td>Binary resource class for cameras.</td> 115 </tr> 116 <tr> 117 <th> 118 <a href="../../../nw/gfx/res/ResFogUpdater/Overview.html"><CODE>nw::gfx::res::ResFogUpdater</CODE></a> 119 </th> 120 <td>Binary resource class that represents fog updaters.</td> 121 </tr> 122 <tr> 123 <th> 124 <a href="../../../nw/gfx/res/ResFog/Overview.html"><CODE>nw::gfx::res::ResFog</CODE></a> 125 </th> 126 <td>Binary resource class that represents fog.</td> 127 </tr> 128 <tr> 129 <th> 130 <a href="../../../nw/gfx/res/ResFragmentLighting/Overview.html"><CODE>nw::gfx::res::ResFragmentLighting</CODE></a> 131 </th> 132 <td>Binary resource class that represents fragment lighting.</td> 133 </tr> 134 <tr> 135 <th> 136 <a href="../../../nw/gfx/res/ResLightingLookupTable/Overview.html"><CODE>nw::gfx::res::ResLightingLookupTable</CODE></a> 137 </th> 138 <td>Binary resource class that represents lookup tables for lighting.</td> 139 </tr> 140 <tr> 141 <th> 142 <a href="../../../nw/gfx/res/ResFragmentLightingTable/Overview.html"><CODE>nw::gfx::res::ResFragmentLightingTable</CODE></a> 143 </th> 144 <td>Binary resource class that represents fragment lighting tables.</td> 145 </tr> 146 <tr> 147 <th> 148 <a href="../../../nw/gfx/res/ResTextureCombinerSource/Overview.html"><CODE>nw::gfx::res::ResTextureCombinerSource</CODE></a> 149 </th> 150 <td>Binary resource class that represents the source of a texture combiner.</td> 151 </tr> 152 <tr> 153 <th> 154 <a href="../../../nw/gfx/res/ResTextureCombinerOperand/Overview.html"><CODE>nw::gfx::res::ResTextureCombinerOperand</CODE></a> 155 </th> 156 <td>Binary resource class that represents the operand of a texture combiner.</td> 157 </tr> 158 <tr> 159 <th> 160 <a href="../../../nw/gfx/res/ResAlphaTest/Overview.html"><CODE>nw::gfx::res::ResAlphaTest</CODE></a> 161 </th> 162 <td>Binary resource class that represents alpha tests.</td> 163 </tr> 164 <tr> 165 <th> 166 <a href="../../../nw/gfx/res/ResTextureCombiner/Overview.html"><CODE>nw::gfx::res::ResTextureCombiner</CODE></a> 167 </th> 168 <td>Binary resource class that represents the source of a texture combiner.</td> 169 </tr> 170 <tr> 171 <th> 172 <a href="../../../nw/gfx/res/ResFragmentShader/Overview.html"><CODE>nw::gfx::res::ResFragmentShader</CODE></a> 173 </th> 174 <td>Binary resource class that represents fragment shaders.</td> 175 </tr> 176 <tr> 177 <th> 178 <a href="../../../nw/gfx/res/ResFileHeader/Overview.html"><CODE>nw::gfx::res::ResFileHeader</CODE></a> 179 </th> 180 <td>Binary resource class that represents file headers for graphics.</td> 181 </tr> 182 <tr> 183 <th> 184 <a href="../../../nw/gfx/res/ResGraphicsFile/Overview.html"><CODE>nw::gfx::res::ResGraphicsFile</CODE></a> 185 </th> 186 <td>Binary resource class that represents files for graphics.</td> 187 </tr> 188 <tr> 189 <th> 190 <a href="../../../nw/gfx/res/TransferedVramAddressSetter/Overview.html"><CODE>nw::gfx::res::TransferedVramAddressSetter</CODE></a> 191 </th> 192 <td>Functor for setting the layout address of textures and vertex data.</td> 193 </tr> 194 <tr> 195 <th> 196 <a href="../../../nw/gfx/res/LocationFlagSetter/Overview.html"><CODE>nw::gfx::res::LocationFlagSetter</CODE></a> 197 </th> 198 <td>Functor for setting the layout location of textures and vertex information.</td> 199 </tr> 200 <tr> 201 <th> 202 <a href="../../../nw/gfx/res/ParticleMaterialFlagSetter/Overview.html"><CODE>nw::gfx::res::ParticleMaterialFlagSetter</CODE></a> 203 </th> 204 <td>Functor for setting the particle material usage flag inside effect resources.</td> 205 </tr> 206 <tr> 207 <th> 208 <a href="../../../nw/gfx/res/DefaultShaderAutoSelector/Overview.html"><CODE>nw::gfx::res::DefaultShaderAutoSelector</CODE></a> 209 </th> 210 <td>Functor for setting <CODE>ShaderProgramDescriptionIndex</CODE> for the default shader.</td> 211 </tr> 212 <tr> 213 <th> 214 <a href="../../../nw/gfx/res/ResLight/Overview.html"><CODE>nw::gfx::res::ResLight</CODE></a> 215 </th> 216 <td>Base class for binary resources that represent lights.</td> 217 </tr> 218 <tr> 219 <th> 220 <a href="../../../nw/gfx/res/ResFragmentLight/Overview.html"><CODE>nw::gfx::res::ResFragmentLight</CODE></a> 221 </th> 222 <td>Binary resource class that represents fragment lights.</td> 223 </tr> 224 <tr> 225 <th> 226 <a href="../../../nw/gfx/res/ResAmbientLight/Overview.html"><CODE>nw::gfx::res::ResAmbientLight</CODE></a> 227 </th> 228 <td>Binary resource class that represents global ambient lights.</td> 229 </tr> 230 <tr> 231 <th> 232 <a href="../../../nw/gfx/res/ResVertexLight/Overview.html"><CODE>nw::gfx::res::ResVertexLight</CODE></a> 233 </th> 234 <td>Binary resource class that represents vertex lights.</td> 235 </tr> 236 <tr> 237 <th> 238 <a href="../../../nw/gfx/res/ResHemiSphereLight/Overview.html"><CODE>nw::gfx::res::ResHemiSphereLight</CODE></a> 239 </th> 240 <td>Binary resource class that represents hemispherical lights.</td> 241 </tr> 242 <tr> 243 <th> 244 <a href="../../../nw/gfx/res/ResLookupTable/Overview.html"><CODE>nw::gfx::res::ResLookupTable</CODE></a> 245 </th> 246 <td>Base class for binary resources that represent lookup tables.</td> 247 </tr> 248 <tr> 249 <th> 250 <a href="../../../nw/gfx/res/ResImageLookupTable/Overview.html"><CODE>nw::gfx::res::ResImageLookupTable</CODE></a> 251 </th> 252 <td>Binary resource class that represents lookup tables.</td> 253 </tr> 254 <tr> 255 <th> 256 <a href="../../../nw/gfx/res/ResReferenceLookupTable/Overview.html"><CODE>nw::gfx::res::ResReferenceLookupTable</CODE></a> 257 </th> 258 <td>Binary resource class that represents references to lookup tables.</td> 259 </tr> 260 <tr> 261 <th> 262 <a href="../../../nw/gfx/res/ResLookupTableSet/Overview.html"><CODE>nw::gfx::res::ResLookupTableSet</CODE></a> 263 </th> 264 <td>Binary resource class that represents lookup table sets.</td> 265 </tr> 266 <tr> 267 <th> 268 <a href="../../../nw/gfx/res/ResMaterialColor/Overview.html"><CODE>nw::gfx::res::ResMaterialColor</CODE></a> 269 </th> 270 <td>Binary resource class that represents materials.</td> 271 </tr> 272 <tr> 273 <th> 274 <a href="../../../nw/gfx/res/ResRasterization/Overview.html"><CODE>nw::gfx::res::ResRasterization</CODE></a> 275 </th> 276 <td>Binary resource class that manages the polygon pasteurization methods.</td> 277 </tr> 278 <tr> 279 <th> 280 <a href="../../../nw/gfx/res/ResBlendOperation/Overview.html"><CODE>nw::gfx::res::ResBlendOperation</CODE></a> 281 </th> 282 <td>Binary resource class that represents blenders.</td> 283 </tr> 284 <tr> 285 <th> 286 <a href="../../../nw/gfx/res/ResDepthOperation/Overview.html"><CODE>nw::gfx::res::ResDepthOperation</CODE></a> 287 </th> 288 <td>Binary resource class that represents depth tests.</td> 289 </tr> 290 <tr> 291 <th> 292 <a href="../../../nw/gfx/res/ResStencilOperation/Overview.html"><CODE>nw::gfx::res::ResStencilOperation</CODE></a> 293 </th> 294 <td>Binary resource class that represents stencil tests.</td> 295 </tr> 296 <tr> 297 <th> 298 <a href="../../../nw/gfx/res/ResFragmentOperation/Overview.html"><CODE>nw::gfx::res::ResFragmentOperation</CODE></a> 299 </th> 300 <td>Binary resource class that represents fragment operations.</td> 301 </tr> 302 <tr> 303 <th> 304 <a href="../../../nw/gfx/res/ResTextureCoordinator/Overview.html"><CODE>nw::gfx::res::ResTextureCoordinator</CODE></a> 305 </th> 306 <td>Binary resource class that represents texture coordinate settings and transformation info.</td> 307 </tr> 308 <tr> 309 <th> 310 <a href="../../../nw/gfx/res/ResMaterial/Overview.html"><CODE>nw::gfx::res::ResMaterial</CODE></a> 311 </th> 312 <td>Binary resource class that represents materials.</td> 313 </tr> 314 <tr> 315 <th> 316 <a href="../../../nw/gfx/res/ResMesh/Overview.html"><CODE>nw::gfx::res::ResMesh</CODE></a> 317 </th> 318 <td>Binary resource class that represents meshes.</td> 319 </tr> 320 <tr> 321 <th> 322 <a href="../../../nw/gfx/res/ResMeshNodeVisibility/Overview.html"><CODE>nw::gfx::res::ResMeshNodeVisibility</CODE></a> 323 </th> 324 <td>Binary resource class indicating DCC node visibility.</td> 325 </tr> 326 <tr> 327 <th> 328 <a href="../../../nw/gfx/res/ResModel/Overview.html"><CODE>nw::gfx::res::ResModel</CODE></a> 329 </th> 330 <td>Binary resource class that represents models.</td> 331 </tr> 332 <tr> 333 <th> 334 <a href="../../../nw/gfx/res/ResSkeletalModel/Overview.html"><CODE>nw::gfx::res::ResSkeletalModel</CODE></a> 335 </th> 336 <td>Binary resource class that represents skeletal models.</td> 337 </tr> 338 <tr> 339 <th> 340 <a href="../../../nw/gfx/res/ResParticleAnimation/Overview.html"><CODE>nw::gfx::res::ResParticleAnimation</CODE></a> 341 </th> 342 <td>Binary resource class representing particle animation.</td> 343 </tr> 344 <tr> 345 <th> 346 <a href="../../../nw/gfx/res/ResParticleAnimationOption/Overview.html"><CODE>nw::gfx::res::ResParticleAnimationOption</CODE></a> 347 </th> 348 <td>Binary resource class representing particle animation options.</td> 349 </tr> 350 <tr> 351 <th> 352 <a href="../../../nw/gfx/res/ResParticleFittingAnimationOption/Overview.html"><CODE>nw::gfx::res::ResParticleFittingAnimationOption</CODE></a> 353 </th> 354 <td>Binary resource class representing particle fitting animation options.</td> 355 </tr> 356 <tr> 357 <th> 358 <a href="../../../nw/gfx/res/ResParticleFrameLoopAnimationOption/Overview.html"><CODE>nw::gfx::res::ResParticleFrameLoopAnimationOption</CODE></a> 359 </th> 360 <td>Binary resource class representing particle frame loop animation options.</td> 361 </tr> 362 <tr> 363 <th> 364 <a href="../../../nw/gfx/res/ResParticleRandomAnimationOption/Overview.html"><CODE>nw::gfx::res::ResParticleRandomAnimationOption</CODE></a> 365 </th> 366 <td>Binary resource class representing particle random animation options.</td> 367 </tr> 368 <tr> 369 <th> 370 <a href="../../../nw/gfx/res/ResParticleAttribute/Overview.html"><CODE>nw::gfx::res::ResParticleAttribute</CODE></a> 371 </th> 372 <td>Binary resource class representing particle attributes.</td> 373 </tr> 374 <tr> 375 <th> 376 <a href="../../../nw/gfx/res/ResParticleStreamAttribute/Overview.html"><CODE>nw::gfx::res::ResParticleStreamAttribute</CODE></a> 377 </th> 378 <td>Binary resource class representing particle stream attributes.</td> 379 </tr> 380 <tr> 381 <th> 382 <a href="../../../nw/gfx/res/ResParticleParameterAttribute/Overview.html"><CODE>nw::gfx::res::ResParticleParameterAttribute</CODE></a> 383 </th> 384 <td>Binary resource class representing particle parameter attributes.</td> 385 </tr> 386 <tr> 387 <th> 388 <a href="../../../nw/gfx/res/ResParticleCollection/Overview.html"><CODE>nw::gfx::res::ResParticleCollection</CODE></a> 389 </th> 390 <td>Binary resource class representing a particle collection.</td> 391 </tr> 392 <tr> 393 <th> 394 <a href="../../../nw/gfx/res/ResParticleEmitter/Overview.html"><CODE>nw::gfx::res::ResParticleEmitter</CODE></a> 395 </th> 396 <td>Binary resource class representing a particle emitter.</td> 397 </tr> 398 <tr> 399 <th> 400 <a href="../../../nw/gfx/res/ResParticleEmitterParameter/Overview.html"><CODE>nw::gfx::res::ResParticleEmitterParameter</CODE></a> 401 </th> 402 <td>Binary resource class representing particle emitter parameters.</td> 403 </tr> 404 <tr> 405 <th> 406 <a href="../../../nw/gfx/res/ResParticleForm/Overview.html"><CODE>nw::gfx::res::ResParticleForm</CODE></a> 407 </th> 408 <td>Binary resource class representing a particle emission shape.</td> 409 </tr> 410 <tr> 411 <th> 412 <a href="../../../nw/gfx/res/ResParticleCubeForm/Overview.html"><CODE>nw::gfx::res::ResParticleCubeForm</CODE></a> 413 </th> 414 <td>Binary resource class representing a particle emission shape (cube).</td> 415 </tr> 416 <tr> 417 <th> 418 <a href="../../../nw/gfx/res/ResParticleCylinderForm/Overview.html"><CODE>nw::gfx::res::ResParticleCylinderForm</CODE></a> 419 </th> 420 <td>Binary resource class representing a particle emission shape (cylinder).</td> 421 </tr> 422 <tr> 423 <th> 424 <a href="../../../nw/gfx/res/ResParticleDiscForm/Overview.html"><CODE>nw::gfx::res::ResParticleDiscForm</CODE></a> 425 </th> 426 <td>Binary resource class representing a particle emission shape (disc).</td> 427 </tr> 428 <tr> 429 <th> 430 <a href="../../../nw/gfx/res/ResParticlePointForm/Overview.html"><CODE>nw::gfx::res::ResParticlePointForm</CODE></a> 431 </th> 432 <td>Binary resource class representing a particle emission shape (point).</td> 433 </tr> 434 <tr> 435 <th> 436 <a href="../../../nw/gfx/res/ResParticleRectangleForm/Overview.html"><CODE>nw::gfx::res::ResParticleRectangleForm</CODE></a> 437 </th> 438 <td>Binary resource class representing a particle emission shape (disc).</td> 439 </tr> 440 <tr> 441 <th> 442 <a href="../../../nw/gfx/res/ResParticleSphereForm/Overview.html"><CODE>nw::gfx::res::ResParticleSphereForm</CODE></a> 443 </th> 444 <td>Binary resource class representing a particle emission shape (sphere).</td> 445 </tr> 446 <tr> 447 <th> 448 <a href="../../../nw/gfx/res/ResParticleInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleInitializer</CODE></a> 449 </th> 450 <td>Binary resource class representing a particle initializer (base class).</td> 451 </tr> 452 <tr> 453 <th> 454 <a href="../../../nw/gfx/res/ResParticleDirectionalVelocityInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleDirectionalVelocityInitializer</CODE></a> 455 </th> 456 <td>Binary resource class representing particle emission speed and direction.</td> 457 </tr> 458 <tr> 459 <th> 460 <a href="../../../nw/gfx/res/ResParticleRandomDirectionalVelocityInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleRandomDirectionalVelocityInitializer</CODE></a> 461 </th> 462 <td>Binary resource class representing random particle emission speed and direction.</td> 463 </tr> 464 <tr> 465 <th> 466 <a href="../../../nw/gfx/res/ResParticleOriginVelocityInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleOriginVelocityInitializer</CODE></a> 467 </th> 468 <td>Binary resource class representing the velocity of spreading out from the particle origin.</td> 469 </tr> 470 <tr> 471 <th> 472 <a href="../../../nw/gfx/res/ResParticleRandomVelocityInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleRandomVelocityInitializer</CODE></a> 473 </th> 474 <td>Binary resource class representing particle random speed.</td> 475 </tr> 476 <tr> 477 <th> 478 <a href="../../../nw/gfx/res/ResParticleYAxisVelocityInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleYAxisVelocityInitializer</CODE></a> 479 </th> 480 <td>Binary resource class representing the velocity of spreading out from the particle Y axis.</td> 481 </tr> 482 <tr> 483 <th> 484 <a href="../../../nw/gfx/res/ResParticleFloatRandomInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleFloatRandomInitializer</CODE></a> 485 </th> 486 <td>Binary resource class representing a particle initializer that initializes an <CODE>f32</CODE> type with a random number.</td> 487 </tr> 488 <tr> 489 <th> 490 <a href="../../../nw/gfx/res/ResParticleFloatRangeRandomInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleFloatRangeRandomInitializer</CODE></a> 491 </th> 492 <td>Binary resource class representing a particle initializer that initializes an <CODE>f32</CODE> type with a random number within a fixed range.</td> 493 </tr> 494 <tr> 495 <th> 496 <a href="../../../nw/gfx/res/ResParticleFloatImmediateInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleFloatImmediateInitializer</CODE></a> 497 </th> 498 <td>Binary resource class representing a particle initializer that initializes an <CODE>f32</CODE> type with an immediate value.</td> 499 </tr> 500 <tr> 501 <th> 502 <a href="../../../nw/gfx/res/ResParticleVector2ImmediateInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleVector2ImmediateInitializer</CODE></a> 503 </th> 504 <td>Binary resource class representing a particle initializer that initializes a <CODE>Vector2</CODE> type with an immediate value.</td> 505 </tr> 506 <tr> 507 <th> 508 <a href="../../../nw/gfx/res/ResParticleVector3ImmediateInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleVector3ImmediateInitializer</CODE></a> 509 </th> 510 <td>Binary resource class representing a particle initializer that initializes a <CODE>Vector3</CODE> type with an immediate value.</td> 511 </tr> 512 <tr> 513 <th> 514 <a href="../../../nw/gfx/res/ResParticleVector3Random1Initializer/Overview.html"><CODE>nw::gfx::res::ResParticleVector3Random1Initializer</CODE></a> 515 </th> 516 <td>Binary resource class representing a particle initializer that initializes a <CODE>Vector3</CODE> type with a single random number.</td> 517 </tr> 518 <tr> 519 <th> 520 <a href="../../../nw/gfx/res/ResParticleVector3Random3Initializer/Overview.html"><CODE>nw::gfx::res::ResParticleVector3Random3Initializer</CODE></a> 521 </th> 522 <td>Binary resource class representing a particle initializer that initializes a <CODE>Vector3</CODE> type with three random numbers.</td> 523 </tr> 524 <tr> 525 <th> 526 <a href="../../../nw/gfx/res/ResParticleVector3MultRandomInitializer/Overview.html"><CODE>nw::gfx::res::ResParticleVector3MultRandomInitializer</CODE></a> 527 </th> 528 <td>Binary resource class representing a particle initializer that multiplies a <CODE>Vector3</CODE> type by a random number.</td> 529 </tr> 530 <tr> 531 <th> 532 <a href="../../../nw/gfx/res/ResParticleModel/Overview.html"><CODE>nw::gfx::res::ResParticleModel</CODE></a> 533 </th> 534 <td>Binary resource class representing a particle model.</td> 535 </tr> 536 <tr> 537 <th> 538 <a href="../../../nw/gfx/res/ResParticleSet/Overview.html"><CODE>nw::gfx::res::ResParticleSet</CODE></a> 539 </th> 540 <td>Binary resource class representing a particle set.</td> 541 </tr> 542 <tr> 543 <th> 544 <a href="../../../nw/gfx/res/ResParticleShape/Overview.html"><CODE>nw::gfx::res::ResParticleShape</CODE></a> 545 </th> 546 <td>Binary resource class representing a particle shape.</td> 547 </tr> 548 <tr> 549 <th> 550 <a href="../../../nw/gfx/res/ResParticleShapeBuilder/Overview.html"><CODE>nw::gfx::res::ResParticleShapeBuilder</CODE></a> 551 </th> 552 <td>Binary resource class representing a particle shape builder.</td> 553 </tr> 554 <tr> 555 <th> 556 <a href="../../../nw/gfx/res/ResParticleBillboardShapeBuilder/Overview.html"><CODE>nw::gfx::res::ResParticleBillboardShapeBuilder</CODE></a> 557 </th> 558 <td>Binary resource class representing a particle screen parallel billboard shape builder.</td> 559 </tr> 560 <tr> 561 <th> 562 <a href="../../../nw/gfx/res/ResParticleWorldBillboardShapeBuilder/Overview.html"><CODE>nw::gfx::res::ResParticleWorldBillboardShapeBuilder</CODE></a> 563 </th> 564 <td>Binary resource class representing a particle world-oriented billboard shape builder.</td> 565 </tr> 566 <tr> 567 <th> 568 <a href="../../../nw/gfx/res/ResParticleYBillboardShapeBuilder/Overview.html"><CODE>nw::gfx::res::ResParticleYBillboardShapeBuilder</CODE></a> 569 </th> 570 <td>Binary resource class representing a particle y-axis billboard shape builder.</td> 571 </tr> 572 <tr> 573 <th> 574 <a href="../../../nw/gfx/res/ResParticleXyPlaneShapeBuilder/Overview.html"><CODE>nw::gfx::res::ResParticleXyPlaneShapeBuilder</CODE></a> 575 </th> 576 <td>Binary resource class representing a particle xy plane shape builder.</td> 577 </tr> 578 <tr> 579 <th> 580 <a href="../../../nw/gfx/res/ResParticleUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleUpdater</CODE></a> 581 </th> 582 <td>Binary resource class representing a particle updater.</td> 583 </tr> 584 <tr> 585 <th> 586 <a href="../../../nw/gfx/res/ResParticleAccelarationUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleAccelarationUpdater</CODE></a> 587 </th> 588 <td>Binary resource class representing a particle updater that updates an <CODE>f32</CODE> type using multiplication.</td> 589 </tr> 590 <tr> 591 <th> 592 <a href="../../../nw/gfx/res/ResParticleFloatUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleFloatUpdater</CODE></a> 593 </th> 594 <td>Binary resource class representing a particle updater that updates an <CODE>f32</CODE> type (base class).</td> 595 </tr> 596 <tr> 597 <th> 598 <a href="../../../nw/gfx/res/ResParticleFloatImmediateUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleFloatImmediateUpdater</CODE></a> 599 </th> 600 <td>Binary resource class representing a particle updater that updates an <CODE>f32</CODE> type with an immediate value.</td> 601 </tr> 602 <tr> 603 <th> 604 <a href="../../../nw/gfx/res/ResParticleFloatImmediate4KeyUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleFloatImmediate4KeyUpdater</CODE></a> 605 </th> 606 <td>Binary resource class representing a particle updater that updates an <CODE>f32</CODE> type with an immediate 4-key value.</td> 607 </tr> 608 <tr> 609 <th> 610 <a href="../../../nw/gfx/res/ResParticleVector3Immediate4KeyUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleVector3Immediate4KeyUpdater</CODE></a> 611 </th> 612 <td>Binary resource class representing a particle updater that updates a <CODE>VEC3</CODE> type with an immediate 4-key value.</td> 613 </tr> 614 <tr> 615 <th> 616 <a href="../../../nw/gfx/res/ResParticleGeneralUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleGeneralUpdater</CODE></a> 617 </th> 618 <td>Binary resource class representing a particle general updater that updates position and velocity.</td> 619 </tr> 620 <tr> 621 <th> 622 <a href="../../../nw/gfx/res/ResParticleGravityUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleGravityUpdater</CODE></a> 623 </th> 624 <td>Binary resource class representing a gravity particle updater.</td> 625 </tr> 626 <tr> 627 <th> 628 <a href="../../../nw/gfx/res/ResParticleSpinUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleSpinUpdater</CODE></a> 629 </th> 630 <td>Binary resource class representing a spin particle updater.</td> 631 </tr> 632 <tr> 633 <th> 634 <a href="../../../nw/gfx/res/ResParticleRandomUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleRandomUpdater</CODE></a> 635 </th> 636 <td>Binary resource class representing a particle updater that updates a <CODE>Vector3</CODE> type with randomness.</td> 637 </tr> 638 <tr> 639 <th> 640 <a href="../../../nw/gfx/res/ResParticleVector2ImmediateUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleVector2ImmediateUpdater</CODE></a> 641 </th> 642 <td>Binary resource class representing a particle updater that updates a <CODE>Vector2</CODE> type with an immediate value.</td> 643 </tr> 644 <tr> 645 <th> 646 <a href="../../../nw/gfx/res/ResParticleVector3Updater/Overview.html"><CODE>nw::gfx::res::ResParticleVector3Updater</CODE></a> 647 </th> 648 <td>Binary resource class representing a particle updater that updates a <CODE>Vector3</CODE> type (base class).</td> 649 </tr> 650 <tr> 651 <th> 652 <a href="../../../nw/gfx/res/ResParticleVector3AdditiveUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleVector3AdditiveUpdater</CODE></a> 653 </th> 654 <td>Binary resource class representing a particle updater that updates a <CODE>Vector3</CODE> type using addition.</td> 655 </tr> 656 <tr> 657 <th> 658 <a href="../../../nw/gfx/res/ResParticleVector3ImmediateUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleVector3ImmediateUpdater</CODE></a> 659 </th> 660 <td>Binary resource class representing a particle updater that updates a <CODE>Vector3</CODE> type with an immediate value.</td> 661 </tr> 662 <tr> 663 <th> 664 <a href="../../../nw/gfx/res/ResParticleVector3RandomAdditiveUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleVector3RandomAdditiveUpdater</CODE></a> 665 </th> 666 <td>Binary resource class representing a particle updater with added randomness for a <CODE>Vector3</CODE> type.</td> 667 </tr> 668 <tr> 669 <th> 670 <a href="../../../nw/gfx/res/ResParticleRotateUpVectorUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleRotateUpVectorUpdater</CODE></a> 671 </th> 672 <td>Binary resource class representing a particle updater that rotates in the <CODE>UpVector</CODE> direction.</td> 673 </tr> 674 <tr> 675 <th> 676 <a href="../../../nw/gfx/res/ResParticleTexturePatternUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleTexturePatternUpdater</CODE></a> 677 </th> 678 <td>Binary resource class representing a texture pattern particle updater.</td> 679 </tr> 680 <tr> 681 <th> 682 <a href="../../../nw/gfx/res/ResParticleChildUpdaterOption/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdaterOption</CODE></a> 683 </th> 684 <td>Binary resource class representing particle child updater options (base class).</td> 685 </tr> 686 <tr> 687 <th> 688 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFirstUpdateOption/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdaterFirstUpdateOption</CODE></a> 689 </th> 690 <td>Binary resource class representing when the parent of a particle child was created.</td> 691 </tr> 692 <tr> 693 <th> 694 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFinalUpdateOption/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdaterFinalUpdateOption</CODE></a> 695 </th> 696 <td>Binary resource class representing when the parent of a particle child is destroyed.</td> 697 </tr> 698 <tr> 699 <th> 700 <a href="../../../nw/gfx/res/ResParticleChildUpdaterIntervalOption/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdaterIntervalOption</CODE></a> 701 </th> 702 <td>Binary resource class representing the interval in terms of lifespan for a particle child.</td> 703 </tr> 704 <tr> 705 <th> 706 <a href="../../../nw/gfx/res/ResParticleChildUpdaterFrameOption/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdaterFrameOption</CODE></a> 707 </th> 708 <td>Binary resource class representing the interval in frames for a particle child.</td> 709 </tr> 710 <tr> 711 <th> 712 <a href="../../../nw/gfx/res/ResParticleChildUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleChildUpdater</CODE></a> 713 </th> 714 <td>Binary resource class representing a particle child updater.</td> 715 </tr> 716 <tr> 717 <th> 718 <a href="../../../nw/gfx/res/ResParticleUserUpdater/Overview.html"><CODE>nw::gfx::res::ResParticleUserUpdater</CODE></a> 719 </th> 720 <td>Binary resource class representing a user-defined particle updater.</td> 721 </tr> 722 <tr> 723 <th> 724 <a href="../../../nw/gfx/res/ResSceneObject/Overview.html"><CODE>nw::gfx::res::ResSceneObject</CODE></a> 725 </th> 726 <td>Binary resource class that represents scene objects.</td> 727 </tr> 728 <tr> 729 <th> 730 <a href="../../../nw/gfx/res/ResSceneNode/Overview.html"><CODE>nw::gfx::res::ResSceneNode</CODE></a> 731 </th> 732 <td>Binary resource class that represents scene nodes.</td> 733 </tr> 734 <tr> 735 <th> 736 <a href="../../../nw/gfx/res/ResTransformNode/Overview.html"><CODE>nw::gfx::res::ResTransformNode</CODE></a> 737 </th> 738 <td>Binary resource class that represents transform nodes.</td> 739 </tr> 740 <tr> 741 <th> 742 <a href="../../../nw/gfx/res/ResShaderParameterValue/Overview.html"><CODE>nw::gfx::res::ResShaderParameterValue</CODE></a> 743 </th> 744 <td>Binary resource class that represents values for shader parameters.</td> 745 </tr> 746 <tr> 747 <th> 748 <a href="../../../nw/gfx/res/ResShaderParameter/Overview.html"><CODE>nw::gfx::res::ResShaderParameter</CODE></a> 749 </th> 750 <td>Binary resource class that represents shader parameters.</td> 751 </tr> 752 <tr> 753 <th> 754 <a href="../../../nw/gfx/res/ResShaderSymbol/Overview.html"><CODE>nw::gfx::res::ResShaderSymbol</CODE></a> 755 </th> 756 <td>Binary resource class that represents shader symbols.</td> 757 </tr> 758 <tr> 759 <th> 760 <a href="../../../nw/gfx/res/ResShaderProgramDescription/Overview.html"><CODE>nw::gfx::res::ResShaderProgramDescription</CODE></a> 761 </th> 762 <td>Binary resource class that represents detailed settings for shader programs.</td> 763 </tr> 764 <tr> 765 <th> 766 <a href="../../../nw/gfx/res/ResShader/Overview.html"><CODE>nw::gfx::res::ResShader</CODE></a> 767 </th> 768 <td>Base class for binary resources that represent shaders.</td> 769 </tr> 770 <tr> 771 <th> 772 <a href="../../../nw/gfx/res/ResBinaryShader/Overview.html"><CODE>nw::gfx::res::ResBinaryShader</CODE></a> 773 </th> 774 <td>Binary resource class that represents shader binaries.</td> 775 </tr> 776 <tr> 777 <th> 778 <a href="../../../nw/gfx/res/ResReferenceShader/Overview.html"><CODE>nw::gfx::res::ResReferenceShader</CODE></a> 779 </th> 780 <td>Binary resource class that represents external shader references.</td> 781 </tr> 782 <tr> 783 <th> 784 <a href="../../../nw/gfx/res/ResPrimitive/Overview.html"><CODE>nw::gfx::res::ResPrimitive</CODE></a> 785 </th> 786 <td>Binary resource class that represents a single primitive that forms a shape.</td> 787 </tr> 788 <tr> 789 <th> 790 <a href="../../../nw/gfx/res/ResPrimitiveSet/Overview.html"><CODE>nw::gfx::res::ResPrimitiveSet</CODE></a> 791 </th> 792 <td>Binary resource class that represents multiple primitives that affect the same group of matrices.</td> 793 </tr> 794 <tr> 795 <th> 796 <a href="../../../nw/gfx/res/ResShape/Overview.html"><CODE>nw::gfx::res::ResShape</CODE></a> 797 </th> 798 <td>Binary resource class that represents shapes that are formed using vertices.</td> 799 </tr> 800 <tr> 801 <th> 802 <a href="../../../nw/gfx/res/ResSeparateDataShape/Overview.html"><CODE>nw::gfx::res::ResSeparateDataShape</CODE></a> 803 </th> 804 <td>Binary resource class that represents shapes that are formed by combining multiple attributes.</td> 805 </tr> 806 <tr> 807 <th> 808 <a href="../../../nw/gfx/res/ResBone/Overview.html"><CODE>nw::gfx::res::ResBone</CODE></a> 809 </th> 810 <td>Binary resource class that represents bones of skeletal models.</td> 811 </tr> 812 <tr> 813 <th> 814 <a href="../../../nw/gfx/res/ResSkeleton/Overview.html"><CODE>nw::gfx::res::ResSkeleton</CODE></a> 815 </th> 816 <td>Binary resource class that represents skeletons that tie together the bones.</td> 817 </tr> 818 <tr> 819 <th> 820 <a href="../../../nw/gfx/res/ResTexture/Overview.html"><CODE>nw::gfx::res::ResTexture</CODE></a> 821 </th> 822 <td>Base class for binary resources that represent textures.</td> 823 </tr> 824 <tr> 825 <th> 826 <a href="../../../nw/gfx/res/ResPixelBasedTexture/Overview.html"><CODE>nw::gfx::res::ResPixelBasedTexture</CODE></a> 827 </th> 828 <td>Binary resource class that represents pixel-based textures.</td> 829 </tr> 830 <tr> 831 <th> 832 <a href="../../../nw/gfx/res/ResPixelBasedImage/Overview.html"><CODE>nw::gfx::res::ResPixelBasedImage</CODE></a> 833 </th> 834 <td>Binary resource class that represents the pixel data and resolution info of a texture.</td> 835 </tr> 836 <tr> 837 <th> 838 <a href="../../../nw/gfx/res/ResImageTexture/Overview.html"><CODE>nw::gfx::res::ResImageTexture</CODE></a> 839 </th> 840 <td>Binary resource class that represents a planar texture using image data.</td> 841 </tr> 842 <tr> 843 <th> 844 <a href="../../../nw/gfx/res/ResCubeTexture/Overview.html"><CODE>nw::gfx::res::ResCubeTexture</CODE></a> 845 </th> 846 <td>Binary resource class representing a cube texture.</td> 847 </tr> 848 <tr> 849 <th> 850 <a href="../../../nw/gfx/res/ResShadowTexture/Overview.html"><CODE>nw::gfx::res::ResShadowTexture</CODE></a> 851 </th> 852 <td>Binary resource class that represents a shadow texture using image data.</td> 853 </tr> 854 <tr> 855 <th> 856 <a href="../../../nw/gfx/res/ResReferenceTexture/Overview.html"><CODE>nw::gfx::res::ResReferenceTexture</CODE></a> 857 </th> 858 <td>Binary resource class that represents a texture indirectly as a reference.</td> 859 </tr> 860 <tr> 861 <th> 862 <a href="../../../nw/gfx/res/ResTextureSampler/Overview.html"><CODE>nw::gfx::res::ResTextureSampler</CODE></a> 863 </th> 864 <td>Binary resource class for managing texture sampler settings.</td> 865 </tr> 866 <tr> 867 <th> 868 <a href="../../../nw/gfx/res/ResStandardTextureSampler/Overview.html"><CODE>nw::gfx::res::ResStandardTextureSampler</CODE></a> 869 </th> 870 <td>Binary resource class that represents the settings for standard texture samplers.</td> 871 </tr> 872 <tr> 873 <th> 874 <a href="../../../nw/gfx/res/ResShadowTextureSampler/Overview.html"><CODE>nw::gfx::res::ResShadowTextureSampler</CODE></a> 875 </th> 876 <td>Binary resource class that represents the settings for shadow texture samplers.</td> 877 </tr> 878 <tr> 879 <th> 880 <a href="../../../nw/gfx/res/ResTextureMapper/Overview.html"><CODE>nw::gfx::res::ResTextureMapper</CODE></a> 881 </th> 882 <td>Binary resource class that manages texture and sampler settings and represents texture mappings for meshes.</td> 883 </tr> 884 <tr> 885 <th> 886 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapper/Overview.html"><CODE>nw::gfx::res::ResPixelBasedTextureMapper</CODE></a> 887 </th> 888 <td>Binary resource class for mapping textures to meshes using image data.</td> 889 </tr> 890 <tr> 891 <th> 892 <a href="../../../nw/gfx/res/ResVertexAttribute/Overview.html"><CODE>nw::gfx::res::ResVertexAttribute</CODE></a> 893 </th> 894 <td>Base class for binary resources that represent vertex attributes.</td> 895 </tr> 896 <tr> 897 <th> 898 <a href="../../../nw/gfx/res/ResVertexParamAttribute/Overview.html"><CODE>nw::gfx::res::ResVertexParamAttribute</CODE></a> 899 </th> 900 <td>Binary resource class that represents vertex attributes using parameters.</td> 901 </tr> 902 <tr> 903 <th> 904 <a href="../../../nw/gfx/res/ResVertexStreamBase/Overview.html"><CODE>nw::gfx::res::ResVertexStreamBase</CODE></a> 905 </th> 906 <td>Binary base class that represents vertex attributes using vertex streams.</td> 907 </tr> 908 <tr> 909 <th> 910 <a href="../../../nw/gfx/res/ResVertexStream/Overview.html"><CODE>nw::gfx::res::ResVertexStream</CODE></a> 911 </th> 912 <td>Binary resource class that represents vertex attributes using vertex streams.</td> 913 </tr> 914 <tr> 915 <th> 916 <a href="../../../nw/gfx/res/ResInterleavedVertexStream/Overview.html"><CODE>nw::gfx::res::ResInterleavedVertexStream</CODE></a> 917 </th> 918 <td>Binary resource class representing an interleaved vertex stream.</td> 919 </tr> 920 <tr> 921 <th> 922 <a href="../../../nw/gfx/res/ResIndexStream/Overview.html"><CODE>nw::gfx::res::ResIndexStream</CODE></a> 923 </th> 924 <td>Binary resource class that represents vertex index streams.</td> 925 </tr> </table> 926 </div> 927 </a> <a name="struct" id="struct"> 928 <h2>Structures</h2> 929 <div class="section"> 930 <table class="members"> 931 <tr> 932 <th> 933 <a href="../../../nw/gfx/res/ResProjectionRect/Overview.html"><CODE>nw::gfx::res::ResProjectionRect</CODE></a> 934 </th> 935 <td> 936 </td> 937 </tr> 938 <tr> 939 <th> 940 <a href="../../../nw/gfx/res/ResVertexStreamBaseData/Overview.html"><CODE>nw::gfx::res::ResVertexStreamBaseData</CODE></a> 941 </th> 942 <td> 943 </td> 944 </tr> 945 <tr> 946 <th> 947 <a href="../../../nw/gfx/res/ResInterleavedVertexStreamData/Overview.html"><CODE>nw::gfx::res::ResInterleavedVertexStreamData</CODE></a> 948 </th> 949 <td> 950 </td> 951 </tr> </table> 952 </div> 953 </a> <a name="enum" id="enum"> 954 <h2>Enumerated Types</h2> 955 <div class="section"> 956 <table class="members"> 957 <tr> 958 <td width="100"> </td> 959 <th> 960 <a href="../../../nw/gfx/res/ParticleUsage.html"><CODE>ParticleUsage</CODE></a> 961 </th> 962 <td>Definitions of types used for particle streams.</td> 963 </tr> 964 <tr> 965 <td width="100"> </td> 966 <th> 967 <a href="../../../nw/gfx/res/ParticleTexturePatternUpdaterDivisionType.html"><CODE>ParticleTexturePatternUpdaterDivisionType</CODE></a> 968 </th> 969 <td>Definitions of the numbers of divisions for textures.</td> 970 </tr> </table> 971 </div> 972 </a> <a name="typedef" id="typedef"> 973 <h2><CODE>typedef</CODE> Definitions</h2> 974 <div class="section"> 975 <table class="members"> 976 <tr> 977 <td width="100" /> 978 <th> 979 <a href="../../../nw/gfx/res/ResCameraArray.html"><CODE>ResCameraArray</CODE></a> 980 </th> 981 <td> 982 </td> 983 </tr> 984 <tr> 985 <td width="100" /> 986 <th> 987 <a href="../../../nw/gfx/res/ResFogArray.html"><CODE>ResFogArray</CODE></a> 988 </th> 989 <td> 990 </td> 991 </tr> 992 <tr> 993 <td width="100" /> 994 <th> 995 <a href="../../../nw/gfx/res/TextureLocationFlagSetter.html"><CODE>TextureLocationFlagSetter</CODE></a> 996 </th> 997 <td>Functor that sets the location of a texture.</td> 998 </tr> 999 <tr> 1000 <td width="100" /> 1001 <th> 1002 <a href="../../../nw/gfx/res/IndexStreamLocationFlagSetter.html"><CODE>IndexStreamLocationFlagSetter</CODE></a> 1003 </th> 1004 <td>Functor that sets the location of an index stream.</td> 1005 </tr> 1006 <tr> 1007 <td width="100" /> 1008 <th> 1009 <a href="../../../nw/gfx/res/VertexStreamLocationFlagSetter.html"><CODE>VertexStreamLocationFlagSetter</CODE></a> 1010 </th> 1011 <td>Functor that sets the location of a vertex buffer.</td> 1012 </tr> 1013 <tr> 1014 <td width="100" /> 1015 <th> 1016 <a href="../../../nw/gfx/res/ResLightArray.html"><CODE>ResLightArray</CODE></a> 1017 </th> 1018 <td> 1019 </td> 1020 </tr> 1021 <tr> 1022 <td width="100" /> 1023 <th> 1024 <a href="../../../nw/gfx/res/ResMaterialArray.html"><CODE>ResMaterialArray</CODE></a> 1025 </th> 1026 <td> 1027 </td> 1028 </tr> 1029 <tr> 1030 <td width="100" /> 1031 <th> 1032 <a href="../../../nw/gfx/res/ResMaterialArrayConst.html"><CODE>ResMaterialArrayConst</CODE></a> 1033 </th> 1034 <td> 1035 </td> 1036 </tr> 1037 <tr> 1038 <td width="100" /> 1039 <th> 1040 <a href="../../../nw/gfx/res/ResMeshArray.html"><CODE>ResMeshArray</CODE></a> 1041 </th> 1042 <td> 1043 </td> 1044 </tr> 1045 <tr> 1046 <td width="100" /> 1047 <th> 1048 <a href="../../../nw/gfx/res/ResModelArray.html"><CODE>ResModelArray</CODE></a> 1049 </th> 1050 <td> 1051 </td> 1052 </tr> 1053 <tr> 1054 <td width="100" /> 1055 <th> 1056 <a href="../../../nw/gfx/res/ResParticleAttributeArray.html"><CODE>ResParticleAttributeArray</CODE></a> 1057 </th> 1058 <td> 1059 </td> 1060 </tr> 1061 <tr> 1062 <td width="100" /> 1063 <th> 1064 <a href="../../../nw/gfx/res/ResEmitterArray.html"><CODE>ResEmitterArray</CODE></a> 1065 </th> 1066 <td> 1067 </td> 1068 </tr> 1069 <tr> 1070 <td width="100" /> 1071 <th> 1072 <a href="../../../nw/gfx/res/ResParticleInitializerArrayIterator.html"><CODE>ResParticleInitializerArrayIterator</CODE></a> 1073 </th> 1074 <td> 1075 </td> 1076 </tr> 1077 <tr> 1078 <td width="100" /> 1079 <th> 1080 <a href="../../../nw/gfx/res/ResParticleInitializerArrayConstIterator.html"><CODE>ResParticleInitializerArrayConstIterator</CODE></a> 1081 </th> 1082 <td> 1083 </td> 1084 </tr> 1085 <tr> 1086 <td width="100" /> 1087 <th> 1088 <a href="../../../nw/gfx/res/ResParticleInitializerArray.html"><CODE>ResParticleInitializerArray</CODE></a> 1089 </th> 1090 <td> 1091 </td> 1092 </tr> 1093 <tr> 1094 <td width="100" /> 1095 <th> 1096 <a href="../../../nw/gfx/res/ResParticleInitializerArrayConst.html"><CODE>ResParticleInitializerArrayConst</CODE></a> 1097 </th> 1098 <td> 1099 </td> 1100 </tr> 1101 <tr> 1102 <td width="100" /> 1103 <th> 1104 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayIterator.html"><CODE>ResParticleUpdaterArrayIterator</CODE></a> 1105 </th> 1106 <td> 1107 </td> 1108 </tr> 1109 <tr> 1110 <td width="100" /> 1111 <th> 1112 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayConstIterator.html"><CODE>ResParticleUpdaterArrayConstIterator</CODE></a> 1113 </th> 1114 <td> 1115 </td> 1116 </tr> 1117 <tr> 1118 <td width="100" /> 1119 <th> 1120 <a href="../../../nw/gfx/res/ResParticleUpdaterArray.html"><CODE>ResParticleUpdaterArray</CODE></a> 1121 </th> 1122 <td> 1123 </td> 1124 </tr> 1125 <tr> 1126 <td width="100" /> 1127 <th> 1128 <a href="../../../nw/gfx/res/ResParticleUpdaterArrayConst.html"><CODE>ResParticleUpdaterArrayConst</CODE></a> 1129 </th> 1130 <td> 1131 </td> 1132 </tr> 1133 <tr> 1134 <td width="100" /> 1135 <th> 1136 <a href="../../../nw/gfx/res/ResParticleSetArray.html"><CODE>ResParticleSetArray</CODE></a> 1137 </th> 1138 <td> 1139 </td> 1140 </tr> 1141 <tr> 1142 <td width="100" /> 1143 <th> 1144 <a href="../../../nw/gfx/res/ResSceneEnvironmentSettingArray.html"><CODE>ResSceneEnvironmentSettingArray</CODE></a> 1145 </th> 1146 <td> 1147 </td> 1148 </tr> 1149 <tr> 1150 <td width="100" /> 1151 <th> 1152 <a href="../../../nw/gfx/res/ResReferenceSceneObjectArray.html"><CODE>ResReferenceSceneObjectArray</CODE></a> 1153 </th> 1154 <td> 1155 </td> 1156 </tr> 1157 <tr> 1158 <td width="100" /> 1159 <th> 1160 <a href="../../../nw/gfx/res/ResLightSetArray.html"><CODE>ResLightSetArray</CODE></a> 1161 </th> 1162 <td> 1163 </td> 1164 </tr> 1165 <tr> 1166 <td width="100" /> 1167 <th> 1168 <a href="../../../nw/gfx/res/ResShaderSymbolArrayIterator.html"><CODE>ResShaderSymbolArrayIterator</CODE></a> 1169 </th> 1170 <td> 1171 </td> 1172 </tr> 1173 <tr> 1174 <td width="100" /> 1175 <th> 1176 <a href="../../../nw/gfx/res/ResShaderSymbolArrayConstIterator.html"><CODE>ResShaderSymbolArrayConstIterator</CODE></a> 1177 </th> 1178 <td> 1179 </td> 1180 </tr> 1181 <tr> 1182 <td width="100" /> 1183 <th> 1184 <a href="../../../nw/gfx/res/ResShaderSymbolArray.html"><CODE>ResShaderSymbolArray</CODE></a> 1185 </th> 1186 <td> 1187 </td> 1188 </tr> 1189 <tr> 1190 <td width="100" /> 1191 <th> 1192 <a href="../../../nw/gfx/res/ResShaderSymbolArrayConst.html"><CODE>ResShaderSymbolArrayConst</CODE></a> 1193 </th> 1194 <td> 1195 </td> 1196 </tr> 1197 <tr> 1198 <td width="100" /> 1199 <th> 1200 <a href="../../../nw/gfx/res/ResShaderParameterArray.html"><CODE>ResShaderParameterArray</CODE></a> 1201 </th> 1202 <td> 1203 </td> 1204 </tr> 1205 <tr> 1206 <td width="100" /> 1207 <th> 1208 <a href="../../../nw/gfx/res/ResShaderParameterArrayConst.html"><CODE>ResShaderParameterArrayConst</CODE></a> 1209 </th> 1210 <td> 1211 </td> 1212 </tr> 1213 <tr> 1214 <td width="100" /> 1215 <th> 1216 <a href="../../../nw/gfx/res/ResPrimitiveArray.html"><CODE>ResPrimitiveArray</CODE></a> 1217 </th> 1218 <td> 1219 </td> 1220 </tr> 1221 <tr> 1222 <td width="100" /> 1223 <th> 1224 <a href="../../../nw/gfx/res/ResPrimitiveSetArray.html"><CODE>ResPrimitiveSetArray</CODE></a> 1225 </th> 1226 <td> 1227 </td> 1228 </tr> 1229 <tr> 1230 <td width="100" /> 1231 <th> 1232 <a href="../../../nw/gfx/res/ResShapeArray.html"><CODE>ResShapeArray</CODE></a> 1233 </th> 1234 <td> 1235 </td> 1236 </tr> 1237 <tr> 1238 <td width="100" /> 1239 <th> 1240 <a href="../../../nw/gfx/res/ResBoneArray.html"><CODE>ResBoneArray</CODE></a> 1241 </th> 1242 <td> 1243 </td> 1244 </tr> 1245 <tr> 1246 <td width="100" /> 1247 <th> 1248 <a href="../../../nw/gfx/res/ResTextureArray.html"><CODE>ResTextureArray</CODE></a> 1249 </th> 1250 <td> 1251 </td> 1252 </tr> 1253 <tr> 1254 <td width="100" /> 1255 <th> 1256 <a href="../../../nw/gfx/res/ResPixelBasedImageArray.html"><CODE>ResPixelBasedImageArray</CODE></a> 1257 </th> 1258 <td> 1259 </td> 1260 </tr> 1261 <tr> 1262 <td width="100" /> 1263 <th> 1264 <a href="../../../nw/gfx/res/ResPixelBasedImageArrayConst.html"><CODE>ResPixelBasedImageArrayConst</CODE></a> 1265 </th> 1266 <td> 1267 </td> 1268 </tr> 1269 <tr> 1270 <td width="100" /> 1271 <th> 1272 <a href="../../../nw/gfx/res/ResTextureMapperArray.html"><CODE>ResTextureMapperArray</CODE></a> 1273 </th> 1274 <td> 1275 </td> 1276 </tr> 1277 <tr> 1278 <td width="100" /> 1279 <th> 1280 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapperArray.html"><CODE>ResPixelBasedTextureMapperArray</CODE></a> 1281 </th> 1282 <td> 1283 </td> 1284 </tr> 1285 <tr> 1286 <td width="100" /> 1287 <th> 1288 <a href="../../../nw/gfx/res/ResPixelBasedTextureMapperArrayConst.html"><CODE>ResPixelBasedTextureMapperArrayConst</CODE></a> 1289 </th> 1290 <td> 1291 </td> 1292 </tr> 1293 <tr> 1294 <td width="100" /> 1295 <th> 1296 <a href="../../../nw/gfx/res/ResVertexAttributeArray.html"><CODE>ResVertexAttributeArray</CODE></a> 1297 </th> 1298 <td> 1299 </td> 1300 </tr> 1301 <tr> 1302 <td width="100" /> 1303 <th> 1304 <a href="../../../nw/gfx/res/ResVertexParamAttributeArray.html"><CODE>ResVertexParamAttributeArray</CODE></a> 1305 </th> 1306 <td> 1307 </td> 1308 </tr> 1309 <tr> 1310 <td width="100" /> 1311 <th> 1312 <a href="../../../nw/gfx/res/ResVertexStreamArray.html"><CODE>ResVertexStreamArray</CODE></a> 1313 </th> 1314 <td> 1315 </td> 1316 </tr> 1317 <tr> 1318 <td width="100" /> 1319 <th> 1320 <a href="../../../nw/gfx/res/ResIndexStreamArray.html"><CODE>ResIndexStreamArray</CODE></a> 1321 </th> 1322 <td> 1323 </td> 1324 </tr> </table> 1325 </div> 1326 </a> <a name="function" id="function"> 1327 <h2>Functions</h2> 1328 <div class="section"> 1329 <table class="members"> 1330 <tr> 1331 <td width="100"> </td> 1332 <th> 1333 <a href="../../../nw/gfx/res/SetupReferenceLut.html"><CODE>SetupReferenceLut</CODE></a> 1334 </th> 1335 <td>Sets up reference lookup tables.</td> 1336 </tr> 1337 <tr> 1338 <td width="100"> </td> 1339 <th> 1340 <a href="../../../nw/gfx/res/GetReferenceLutTarget.html"><CODE>GetReferenceLutTarget</CODE></a> 1341 </th> 1342 <td>Searches by name through graphics files for a target in the reference lookup table, and gets this target if it was found.</td> 1343 </tr> 1344 <tr> 1345 <td width="100"> </td> 1346 <th> 1347 <a href="../../../nw/gfx/res/GetReferenceTextureTarget.html"><CODE>GetReferenceTextureTarget</CODE></a> 1348 </th> 1349 <td>Searches by name through graphics files for a reference texture target, and gets this target if it was found.</td> 1350 </tr> 1351 <tr> 1352 <td width="100"> </td> 1353 <th> 1354 <a href="../../../nw/gfx/res/GetReferenceShaderTarget.html"><CODE>GetReferenceShaderTarget</CODE></a> 1355 </th> 1356 <td>Searches by name through graphics files for a reference shader target, and gets this target if it was found.</td> 1357 </tr> </table> 1358 </div> 1359 </a> 1360 <hr><p>CONFIDENTIAL</p></body> 1361</html>