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</title> 51 </head> 52 <body> 53 <h1><a href="../../nw/Overview.html">nw</a>::gfx Namespace</h1> 54 <h2>Description</h2> 55 <div class="section"> 56 <p>Namespace for the graphics library.</p> 57 </div> 58 <a name="namespace" id="namespace"> 59 <h2>Namespace</h2> 60 <div class="section"> 61 <table class="members"> 62 <tr> 63 <th> 64 <a href="../../nw/gfx/res/Overview.html"><CODE>nw::gfx::res</CODE></a> 65 </th> 66 <td>Namespace defining graphics resource data types.</td> 67 </tr> </table> 68 </div> 69 </a> <a name="class" id="class"> 70 <h2>Classes</h2> 71 <div class="section"> 72 <table class="members"> 73 <tr> 74 <th> 75 <a href="../../nw/gfx/AimTargetViewUpdater/Overview.html"><CODE>nw::gfx::AimTargetViewUpdater</CODE></a> 76 </th> 77 <td>Class that updates the view matrix using the camera target and camera twist.</td> 78 </tr> 79 <tr> 80 <th> 81 <a href="../../nw/gfx/AmbientLight/Overview.html"><CODE>nw::gfx::AmbientLight</CODE></a> 82 </th> 83 <td>Class that represents an ambient light.</td> 84 </tr> 85 <tr> 86 <th> 87 <a href="../../nw/gfx/AnimBinding/Overview.html"><CODE>nw::gfx::AnimBinding</CODE></a> 88 </th> 89 <td>Class for an animation's binding info.</td> 90 </tr> 91 <tr> 92 <th> 93 <a href="../../nw/gfx/AnimBlender/Overview.html"><CODE>nw::gfx::AnimBlender</CODE></a> 94 </th> 95 <td>Base class for general-purpose animation blending. Because this is an abstract class, it cannot be instantiated.</td> 96 </tr> 97 <tr> 98 <th> 99 <a href="../../nw/gfx/AnimEvaluator/Overview.html"><CODE>nw::gfx::AnimEvaluator</CODE></a> 100 </th> 101 <td>Class for evaluating general-purpose animations.</td> 102 </tr> 103 <tr> 104 <th> 105 <a href="../../nw/gfx/AnimGroup/Overview.html"><CODE>nw::gfx::AnimGroup</CODE></a> 106 </th> 107 <td>This class abstracts animation targets.</td> 108 </tr> 109 <tr> 110 <th> 111 <a href="../../nw/gfx/AnimInterpolator/Overview.html"><CODE>nw::gfx::AnimInterpolator</CODE></a> 112 </th> 113 <td>Class for performing interpolation-style blending on the results of a general-purpose animation evaluation.</td> 114 </tr> 115 <tr> 116 <th> 117 <a href="../../nw/gfx/AnimObject/Overview.html"><CODE>nw::gfx::AnimObject</CODE></a> 118 </th> 119 <td>This class abstracts animation evaluation. Because this is an abstract class, it cannot be instantiated.</td> 120 </tr> 121 <tr> 122 <th> 123 <a href="../../nw/gfx/AnimOverrider/Overview.html"><CODE>nw::gfx::AnimOverrider</CODE></a> 124 </th> 125 <td>Class for performing overwrite-style blending on the results of a general-purpose animation evaluation.</td> 126 </tr> 127 <tr> 128 <th> 129 <a href="../../nw/gfx/BaseAnimEvaluator/Overview.html"><CODE>nw::gfx::BaseAnimEvaluator</CODE></a> 130 </th> 131 <td>Base class for animation evaluators. Because this is an abstract class, it cannot be instantiated.</td> 132 </tr> 133 <tr> 134 <th> 135 <a href="../../nw/gfx/BillboardUpdater/Overview.html"><CODE>nw::gfx::BillboardUpdater</CODE></a> 136 </th> 137 <td>Class for performing billboarding calculations.</td> 138 </tr> 139 <tr> 140 <th> 141 <a href="../../nw/gfx/CalculatedTransform/Overview.html"><CODE>nw::gfx::CalculatedTransform</CODE></a> 142 </th> 143 <td>Class representing pre-calculated transforms.</td> 144 </tr> 145 <tr> 146 <th> 147 <a href="../../nw/gfx/Camera/Overview.html"><CODE>nw::gfx::Camera</CODE></a> 148 </th> 149 <td>Class that represents a camera.</td> 150 </tr> 151 <tr> 152 <th> 153 <a href="../../nw/gfx/CameraProjectionUpdater/Overview.html"><CODE>nw::gfx::CameraProjectionUpdater</CODE></a> 154 </th> 155 <td>Interface that updates projection matrices.</td> 156 </tr> 157 <tr> 158 <th> 159 <a href="../../nw/gfx/CameraViewUpdater/Overview.html"><CODE>nw::gfx::CameraViewUpdater</CODE></a> 160 </th> 161 <td>Interface that updates view matrices.</td> 162 </tr> 163 <tr> 164 <th> 165 <a href="../../nw/gfx/CommandCacheManager/Overview.html"><CODE>nw::gfx::CommandCacheManager</CODE></a> 166 </th> 167 <td>Configures a global allocator for allocating a buffer when automatically creating a command cache.</td> 168 </tr> 169 <tr> 170 <th> 171 <a href="../../nw/gfx/Result/Overview.html"><CODE>nw::gfx::Result</CODE></a> 172 </th> 173 <td>Class for returning the results of operations.</td> 174 </tr> 175 <tr> 176 <th> 177 <a href="../../nw/gfx/DirectMaterialActivator/Overview.html"><CODE>nw::gfx::DirectMaterialActivator</CODE></a> 178 </th> 179 <td>Class for updating materials according to the specified options.</td> 180 </tr> 181 <tr> 182 <th> 183 <a href="../../nw/gfx/Fog/Overview.html"><CODE>nw::gfx::Fog</CODE></a> 184 </th> 185 <td>Class that represents fog.</td> 186 </tr> 187 <tr> 188 <th> 189 <a href="../../nw/gfx/FragmentLight/Overview.html">nw::gfx::FragmentLight</a> 190 </th> 191 <td>Class that represents a fragment light.</td> 192 </tr> 193 <tr> 194 <th> 195 <a href="../../nw/gfx/FrameBufferObject/Overview.html">nw::gfx::FrameBufferObject</a> 196 </th> 197 <td>Sets up the framebuffer.</td> 198 </tr> 199 <tr> 200 <th> 201 <a href="../../nw/gfx/FrustumProjectionUpdater/Overview.html"><CODE>nw::gfx::FrustumProjectionUpdater</CODE></a> 202 </th> 203 <td>Class for updating projection matrices using a view frustum.</td> 204 </tr> 205 <tr> 206 <th> 207 <a href="../../nw/gfx/GfxObject/Overview.html"><CODE>nw::gfx::GfxObject</CODE></a> 208 </th> 209 <td>Base class for all graphics-related objects.</td> 210 </tr> 211 <tr> 212 <th> 213 <a href="../../nw/gfx/GfxDeleter/Overview.html"><CODE>nw::gfx::GfxDeleter</CODE></a> 214 </th> 215 <td><a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a> deleter class for <CODE>MovePtr</CODE>.</td> 216 </tr> 217 <tr> 218 <th> 219 <a href="../../nw/gfx/GfxPtr/Overview.html"><CODE>nw::gfx::GfxPtr</CODE></a> 220 </th> 221 <td>MovePtr class for <a href="../../../nw/gfx/GfxObject/Overview.html"><CODE>GfxObject</CODE></a>.</td> 222 </tr> 223 <tr> 224 <th> 225 <a href="../../nw/gfx/GraphicsDevice/Overview.html">nw::gfx::GraphicsDevice</a> 226 </th> 227 <td>The class for setting rendering content in the GPU.</td> 228 </tr> 229 <tr> 230 <th> 231 <a href="../../nw/gfx/HemiSphereLight/Overview.html"><CODE>nw::gfx::HemiSphereLight</CODE></a> 232 </th> 233 <td>Class that represents a hemispherical light.</td> 234 </tr> 235 <tr> 236 <th> 237 <a href="../../nw/gfx/IMaterialActivator/Overview.html"><CODE>nw::gfx::IMaterialActivator</CODE></a> 238 </th> 239 <td>Class for updating materials.</td> 240 </tr> 241 <tr> 242 <th> 243 <a href="../../nw/gfx/IMaterialIdGenerator/Overview.html"><CODE>nw::gfx::IMaterialIdGenerator</CODE></a> 244 </th> 245 <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> 246 </tr> 247 <tr> 248 <th> 249 <a href="../../nw/gfx/IRenderTarget/Overview.html"><CODE>nw::gfx::IRenderTarget</CODE></a> 250 </th> 251 <td>Interface that represents render targets.</td> 252 </tr> 253 <tr> 254 <th> 255 <a href="../../nw/gfx/ISceneUpdater/Overview.html"><CODE>nw::gfx::ISceneUpdater</CODE></a> 256 </th> 257 <td>Interface for updating scenes.</td> 258 </tr> 259 <tr> 260 <th> 261 <a href="../../nw/gfx/ISceneVisitor/Overview.html"><CODE>nw::gfx::ISceneVisitor</CODE></a> 262 </th> 263 <td>Interface for traversing a scene tree.</td> 264 </tr> 265 <tr> 266 <th> 267 <a href="../../nw/gfx/Light/Overview.html"><CODE>nw::gfx::Light</CODE></a> 268 </th> 269 <td>Class that represents lights.</td> 270 </tr> 271 <tr> 272 <th> 273 <a href="../../nw/gfx/LightSet/Overview.html">nw::gfx::LightSet</a> 274 </th> 275 <td>Class that represents light sets.</td> 276 </tr> 277 <tr> 278 <th> 279 <a href="../../nw/gfx/LookAtTargetViewUpdater/Overview.html"><CODE>nw::gfx::LookAtTargetViewUpdater</CODE></a> 280 </th> 281 <td>Class that updates the view matrix using the upward vector and the coordinates of the camera target.</td> 282 </tr> 283 <tr> 284 <th> 285 <a href="../../nw/gfx/Material/Overview.html"><CODE>nw::gfx::Material</CODE></a> 286 </th> 287 <td>Class that represents materials.</td> 288 </tr> 289 <tr> 290 <th> 291 <a href="../../nw/gfx/MaterialActivator/Overview.html"><CODE>nw::gfx::MaterialActivator</CODE></a> 292 </th> 293 <td>Class for updating materials.</td> 294 </tr> 295 <tr> 296 <th> 297 <a href="../../nw/gfx/MeshRenderer/Overview.html"><CODE>nw::gfx::MeshRenderer</CODE></a> 298 </th> 299 <td>Class that controls the mesh rendering process.</td> 300 </tr> 301 <tr> 302 <th> 303 <a href="../../nw/gfx/Model/Overview.html"><CODE>nw::gfx::Model</CODE></a> 304 </th> 305 <td>Class for representing objects that are displayed in a scene.</td> 306 </tr> 307 <tr> 308 <th> 309 <a href="../../nw/gfx/OffScreenBuffer/Overview.html">nw::gfx::OffScreenBuffer</a> 310 </th> 311 <td>Class that represents render targets that are not to be displayed on the screen.</td> 312 </tr> 313 <tr> 314 <th> 315 <a href="../../nw/gfx/OnScreenBuffer/Overview.html"><CODE>nw::gfx::OnScreenBuffer</CODE></a> 316 </th> 317 <td>Class that represents render targets that are displayed on the screen.</td> 318 </tr> 319 <tr> 320 <th> 321 <a href="../../nw/gfx/OrthoProjectionUpdater/Overview.html"><CODE>nw::gfx::OrthoProjectionUpdater</CODE></a> 322 </th> 323 <td>Class for updating the projection matrix using orthogonal projection.</td> 324 </tr> 325 <tr> 326 <th> 327 <a href="../../nw/gfx/ParticleCollection/Overview.html"><CODE>nw::gfx::ParticleCollection</CODE></a> 328 </th> 329 <td>Class that represents information about particles within a particle system.</td> 330 </tr> 331 <tr> 332 <th> 333 <a href="../../nw/gfx/ParticleContext/Overview.html"><CODE>nw::gfx::ParticleContext</CODE></a> 334 </th> 335 <td>Class for storing a particle's content during an update.</td> 336 </tr> 337 <tr> 338 <th> 339 <a href="../../nw/gfx/ParticleEmitter/Overview.html"><CODE>nw::gfx::ParticleEmitter</CODE></a> 340 </th> 341 <td>Class that represents particle emitters.</td> 342 </tr> 343 <tr> 344 <th> 345 <a href="../../nw/gfx/ParticleMaterialActivator/Overview.html">nw::gfx::ParticleMaterialActivator</a> 346 </th> 347 <td>Class for updating materials.</td> 348 </tr> 349 <tr> 350 <th> 351 <a href="../../nw/gfx/ParticleSetsAreEmpty/Overview.html">nw::gfx::ParticleSetsAreEmpty</a> 352 </th> 353 <td>Functor to check whether <CODE>ParticleSet </CODE>is empty.</td> 354 </tr> 355 <tr> 356 <th> 357 <a href="../../nw/gfx/ParticleSetsResetDebugHint/Overview.html">nw::gfx::ParticleSetsResetDebugHint</a> 358 </th> 359 <td>Functor to reset the hint information for <CODE>ParticleSet</CODE> debugging.</td> 360 </tr> 361 <tr> 362 <th> 363 <a href="../../nw/gfx/ParticleSetsClear/Overview.html">nw::gfx::ParticleSetsClear</a> 364 </th> 365 <td>The functor to empty out <CODE>ParticleSet</CODE>.</td> 366 </tr> 367 <tr> 368 <th> 369 <a href="../../nw/gfx/ParticleModel/Overview.html"><CODE>nw::gfx::ParticleModel</CODE></a> 370 </th> 371 <td>Class for particle models.</td> 372 </tr> 373 <tr> 374 <th> 375 <a href="../../nw/gfx/ParticleRandom/Overview.html"><CODE>nw::gfx::ParticleRandom</CODE></a> 376 </th> 377 <td>Class that generates random numbers for particles.</td> 378 </tr> 379 <tr> 380 <th> 381 <a href="../../nw/gfx/ParticleSceneUpdater/Overview.html"><CODE>nw::gfx::ParticleSceneUpdater</CODE></a> 382 </th> 383 <td>Class for updating particles.</td> 384 </tr> 385 <tr> 386 <th> 387 <a href="../../nw/gfx/ParticleSet/Overview.html"><CODE>nw::gfx::ParticleSet</CODE></a> 388 </th> 389 <td>Class that represents particle sets.</td> 390 </tr> 391 <tr> 392 <th> 393 <a href="../../nw/gfx/ParticleShape/Overview.html">nw::gfx::ParticleShape</a> 394 </th> 395 <td>Class that represents particle shapes.</td> 396 </tr> 397 <tr> 398 <th> 399 <a href="../../nw/gfx/ParticleUtil/Overview.html">nw::gfx::ParticleUtil</a> 400 </th> 401 <td>Utilities for particles.</td> 402 </tr> 403 <tr> 404 <th> 405 <a href="../../nw/gfx/ParticleSetIsBufferFlushEnabledSetter/Overview.html">nw::gfx::ParticleSetIsBufferFlushEnabledSetter</a> 406 </th> 407 <td>Functor that sets the VBO flush for particles.</td> 408 </tr> 409 <tr> 410 <th> 411 <a href="../../nw/gfx/PerspectiveProjectionUpdater/Overview.html"><CODE>nw::gfx::PerspectiveProjectionUpdater</CODE></a> 412 </th> 413 <td>Class for updating projection matrices using the angle of view.</td> 414 </tr> 415 <tr> 416 <th> 417 <a href="../../nw/gfx/RenderContext/Overview.html"><CODE>nw::gfx::RenderContext</CODE></a> 418 </th> 419 <td>Class that stores information for controlling the render process.</td> 420 </tr> 421 <tr> 422 <th> 423 <a href="../../nw/gfx/RenderCommand/Overview.html"><CODE>nw::gfx::RenderCommand</CODE></a> 424 </th> 425 <td>Class for interrupting original processing midway through the render queue.</td> 426 </tr> 427 <tr> 428 <th> 429 <a href="../../nw/gfx/BasicRenderElement/Overview.html"><CODE>nw::gfx::BasicRenderElement</CODE></a> 430 </th> 431 <td>Class that serves as the render unit that accumulates in the render queue.</td> 432 </tr> 433 <tr> 434 <th> 435 <a href="../../nw/gfx/BasicRenderKeyFactory/Overview.html"><CODE>nw::gfx::BasicRenderKeyFactory</CODE></a> 436 </th> 437 <td>Class for creating keys used when performing render sorts.</td> 438 </tr> 439 <tr> 440 <th> 441 <a href="../../nw/gfx/PriorMaterialRenderKeyFactory/Overview.html"><CODE>nw::gfx::PriorMaterialRenderKeyFactory</CODE></a> 442 </th> 443 <td>Render key factory class that gives priority to materials.</td> 444 </tr> 445 <tr> 446 <th> 447 <a href="../../nw/gfx/PriorDepthRenderKeyFactory/Overview.html"><CODE>nw::gfx::PriorDepthRenderKeyFactory</CODE></a> 448 </th> 449 <td>Render key factory class that gives priority to depths.</td> 450 </tr> 451 <tr> 452 <th> 453 <a href="../../nw/gfx/TopPriorDepthRenderKeyFactory/Overview.html">nw::gfx::TopPriorDepthRenderKeyFactory</a> 454 </th> 455 <td>Render key factory class that gives top priority to depths.</td> 456 </tr> 457 <tr> 458 <th> 459 <a href="../../nw/gfx/BasicRenderQueue/Overview.html"><CODE>nw::gfx::BasicRenderQueue</CODE></a> 460 </th> 461 <td>Queue class that stores render elements.</td> 462 </tr> 463 <tr> 464 <th> 465 <a href="../../nw/gfx/RotateViewUpdater/Overview.html"><CODE>nw::gfx::RotateViewUpdater</CODE></a> 466 </th> 467 <td>Class that updates the view matrix using the rotation angles of the camera.</td> 468 </tr> 469 <tr> 470 <th> 471 <a href="../../nw/gfx/SceneBuilder/Overview.html">nw::gfx::SceneBuilder</a> 472 </th> 473 <td>Class that generates objects in a scene.</td> 474 </tr> 475 <tr> 476 <th> 477 <a href="../../nw/gfx/SceneContext/Overview.html"><CODE>nw::gfx::SceneContext</CODE></a> 478 </th> 479 <td>Class for storing content during a scene analysis.</td> 480 </tr> 481 <tr> 482 <th> 483 <a href="../../nw/gfx/SceneEnvironment/Overview.html">nw::gfx::SceneEnvironment</a> 484 </th> 485 <td>The class indicating the scene environment.</td> 486 </tr> 487 <tr> 488 <th> 489 <a href="../../nw/gfx/SceneEnvironmentSetting/Overview.html"><CODE>nw::gfx::SceneEnvironmentSetting</CODE></a> 490 </th> 491 <td>The class indicating the scene environment settings.</td> 492 </tr> 493 <tr> 494 <th> 495 <a href="../../nw/gfx/SceneHelper/Overview.html">nw::gfx::SceneHelper</a> 496 </th> 497 <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> 498 </tr> 499 <tr> 500 <th> 501 <a href="../../nw/gfx/AttachNode/Overview.html">nw::gfx::AttachNode</a> 502 </th> 503 <td>The functor for attaching children to a scene node</td> 504 </tr> 505 <tr> 506 <th> 507 <a href="../../nw/gfx/SceneInitializer/Overview.html"><CODE>nw::gfx::SceneInitializer</CODE></a> 508 </th> 509 <td>Searches through and initializes its content.</td> 510 </tr> 511 <tr> 512 <th> 513 <a href="../../nw/gfx/SceneNode/Overview.html"><CODE>nw::gfx::SceneNode</CODE></a> 514 </th> 515 <td>Class acting as the type of node from which the scene tree is built. Can have multiple children.</td> 516 </tr> 517 <tr> 518 <th> 519 <a href="../../nw/gfx/SceneObject/Overview.html"><CODE>nw::gfx::SceneObject</CODE></a> 520 </th> 521 <td>Base class for objects in a scene.</td> 522 </tr> 523 <tr> 524 <th> 525 <a href="../../nw/gfx/SceneTraverser/Overview.html"><CODE>nw::gfx::SceneTraverser</CODE></a> 526 </th> 527 <td>Searches through a scene to gathers the information required for updating and rendering.</td> 528 </tr> 529 <tr> 530 <th> 531 <a href="../../nw/gfx/SceneUpdateHelper/Overview.html">nw::gfx::SceneUpdateHelper</a> 532 </th> 533 <td>Library class for helping with scene updates.</td> 534 </tr> 535 <tr> 536 <th> 537 <a href="../../nw/gfx/SceneUpdater/Overview.html"><CODE>nw::gfx::SceneUpdater</CODE></a> 538 </th> 539 <td>Class for updating scenes.</td> 540 </tr> 541 <tr> 542 <th> 543 <a href="../../nw/gfx/ShaderBinaryInfo/Overview.html"><CODE>nw::gfx::ShaderBinaryInfo</CODE></a> 544 </th> 545 <td>Class for executing processes such as analyzing shader binary and creating commands.</td> 546 </tr> 547 <tr> 548 <th> 549 <a href="../../nw/gfx/ShaderProgram/Overview.html"><CODE>nw::gfx::ShaderProgram</CODE></a> 550 </th> 551 <td>Executable shader program that can link combinations of multiple shader types.</td> 552 </tr> 553 <tr> 554 <th> 555 <a href="../../nw/gfx/SharedAnimCache/Overview.html">nw::gfx::SharedAnimCache</a> 556 </th> 557 <td>Class for sharable animation classes.</td> 558 </tr> 559 <tr> 560 <th> 561 <a href="../../nw/gfx/SimpleMaterialActivator/Overview.html"><CODE>nw::gfx::SimpleMaterialActivator</CODE></a> 562 </th> 563 <td>Class for updating materials.</td> 564 </tr> 565 <tr> 566 <th> 567 <a href="../../nw/gfx/SkeletalModel/Overview.html"><CODE>nw::gfx::SkeletalModel</CODE></a> 568 </th> 569 <td>Model class that can contain a lightweight internal hierarchical structure.</td> 570 </tr> 571 <tr> 572 <th> 573 <a href="../../nw/gfx/Skeleton/Overview.html"><CODE>nw::gfx::Skeleton</CODE></a> 574 </th> 575 <td>Interface that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</td> 576 </tr> 577 <tr> 578 <th> 579 <a href="../../nw/gfx/SkeletonUpdater/Overview.html"><CODE>nw::gfx::SkeletonUpdater</CODE></a> 580 </th> 581 <td>Class for updating the information about bones in a skeleton.</td> 582 </tr> 583 <tr> 584 <th> 585 <a href="../../nw/gfx/SortingMaterialIdGenerator/Overview.html">nw::gfx::SortingMaterialIdGenerator</a> 586 </th> 587 <td>Class for creating material IDs from the results of sorting.</td> 588 </tr> 589 <tr> 590 <th> 591 <a href="../../nw/gfx/StandardSkeleton/Overview.html"><CODE>nw::gfx::StandardSkeleton</CODE></a> 592 </th> 593 <td>Class that represents the internal hierarchical structure of a <span><CODE>SkeletalModel</CODE></span> object.</td> 594 </tr> 595 <tr> 596 <th> 597 <a href="../../nw/gfx/TransformAnimBlendOp/Overview.html"><CODE>nw::gfx::TransformAnimBlendOp</CODE></a> 598 </th> 599 <td>Base class for blend operations for transform animations.</td> 600 </tr> 601 <tr> 602 <th> 603 <a href="../../nw/gfx/TransformAnimBlendOpStandard/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpStandard</CODE></a> 604 </th> 605 <td>Class for standard blend operations for transform animations. Blends the components of rotation matrices and performs orthonormalization.</td> 606 </tr> 607 <tr> 608 <th> 609 <a href="../../nw/gfx/TransformAnimBlendOpAccScale/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpAccScale</CODE></a> 610 </th> 611 <td>Class for blend operations that support accurate scale blending for transform animations.</td> 612 </tr> 613 <tr> 614 <th> 615 <a href="../../nw/gfx/TransformAnimBlendOpQuat/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpQuat</CODE></a> 616 </th> 617 <td>Class for blend operations that support rotation blending for transform animations using quaternions.</td> 618 </tr> 619 <tr> 620 <th> 621 <a href="../../nw/gfx/TransformAnimBlendOpAccScaleQuat/Overview.html"><CODE>nw::gfx::TransformAnimBlendOpAccScaleQuat</CODE></a> 622 </th> 623 <td>Class for blend operations that support rotation blending for transform animations using accurate scale blending and quaternions.</td> 624 </tr> 625 <tr> 626 <th> 627 <a href="../../nw/gfx/AnimBlendOpTransform/Overview.html">nw::gfx::AnimBlendOpTransform</a> 628 </th> 629 <td>Represents the blend operation for transform node animations that are not skeletal animations.</td> 630 </tr> 631 <tr> 632 <th> 633 <a href="../../nw/gfx/TransformAnimEvaluator/Overview.html"><CODE>nw::gfx::TransformAnimEvaluator</CODE></a> 634 </th> 635 <td>Class for evaluating transform animations.</td> 636 </tr> 637 <tr> 638 <th> 639 <a href="../../nw/gfx/TransformAnimInterpolator/Overview.html"><CODE>nw::gfx::TransformAnimInterpolator</CODE></a> 640 </th> 641 <td>Class for performing interpolation-style blending on the results of a transformation animation evaluation.</td> 642 </tr> 643 <tr> 644 <th> 645 <a href="../../nw/gfx/TransformAnimOverrider/Overview.html"><CODE>nw::gfx::TransformAnimOverrider</CODE></a> 646 </th> 647 <td>Class for performing overwrite-style blending on the results of a transformation animation evaluation.</td> 648 </tr> 649 <tr> 650 <th> 651 <a href="../../nw/gfx/TransformNode/Overview.html"><CODE>nw::gfx::TransformNode</CODE></a> 652 </th> 653 <td>Class that represents scene nodes that contain transformation information.</td> 654 </tr> 655 <tr> 656 <th> 657 <a href="../../nw/gfx/UserRenderCommand/Overview.html">nw::gfx::UserRenderCommand</a> 658 </th> 659 <td>Class for interrupting with original image processing midway through the render queue.</td> 660 </tr> 661 <tr> 662 <th> 663 <a href="../../nw/gfx/UserRenderNode/Overview.html">nw::gfx::UserRenderNode</a> 664 </th> 665 <td>Class for user-defined render nodes.</td> 666 </tr> 667 <tr> 668 <th> 669 <a href="../../nw/gfx/VertexLight/Overview.html"><CODE>nw::gfx::VertexLight</CODE></a> 670 </th> 671 <td>Class that represents vertex lights.</td> 672 </tr> 673 <tr> 674 <th> 675 <a href="../../nw/gfx/Viewport/Overview.html">nw::gfx::Viewport</a> 676 </th> 677 <td>Class that represents viewports.</td> 678 </tr> 679 <tr> 680 <th> 681 <a href="../../nw/gfx/WorldMatrixUpdater/Overview.html"><CODE>nw::gfx::WorldMatrixUpdater</CODE></a> 682 </th> 683 <td>Class for updating world matrices.</td> 684 </tr> </table> 685 </div> 686 </a> <a name="struct" id="struct"> 687 <h2>Structures</h2> 688 <div class="section"> 689 <table class="members"> 690 <tr> 691 <th> 692 <a href="../../nw/gfx/ParticleSetCompare/Overview.html">nw::gfx::ParticleSetCompare</a> 693 </th> 694 <td>Function object for sorting dependency relationships of a particle set.</td> 695 </tr> 696 <tr> 697 <th> 698 <a href="../../nw/gfx/RenderElementCompare/Overview.html"><CODE>nw::gfx::RenderElementCompare</CODE></a> 699 </th> 700 <td>Functor for sorting and comparison.</td> 701 </tr> 702 <tr> 703 <th> 704 <a href="../../nw/gfx/SafeBranchDestroyer/Overview.html"><CODE>nw::gfx::SafeBranchDestroyer</CODE></a> 705 </th> 706 <td>Functor for destroying objects using <CODE>SafeDestroyBranch</CODE>.</td> 707 </tr> </table> 708 </div> 709 </a> <a name="enum" id="enum"> 710 <h2>Enumerated Types</h2> 711 <div class="section"> 712 <table class="members"> 713 <tr> 714 <td width="100"> </td> 715 <th> 716 <a href="../../nw/gfx/PlatformConstants.html"><CODE>PlatformConstants</CODE></a> 717 </th> 718 <td>Definitions of platform-dependent constants.</td> 719 </tr> 720 <tr> 721 <td width="100"> </td> 722 <th> 723 <a href="../../nw/gfx/ResourceResult.html">ResourceResult</a> 724 </th> 725 <td>Definition of resource Setup results. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td> 726 </tr> 727 <tr> 728 <td width="100"> </td> 729 <th> 730 <a href="../../nw/gfx/InitializeResult.html">InitializeResult</a> 731 </th> 732 <td>Definition of instance initialization result. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td> 733 </tr> 734 <tr> 735 <td width="100"> </td> 736 <th> 737 <a href="../../nw/gfx/BindResult.html">BindResult</a> 738 </th> 739 <td>Definition of animation binding result. Used by the <a href="../../nw/gfx/Result/Overview.html"><CODE>Result</CODE></a> class.</td> 740 </tr> 741 <tr> 742 <td width="100"> </td> 743 <th> 744 <a href="../../nw/gfx/RenderColorFormat.html">RenderColorFormat</a> 745 </th> 746 <td>Definitions of buffer formats.</td> 747 </tr> 748 <tr> 749 <td width="100"> </td> 750 <th> 751 <a href="../../nw/gfx/RenderDepthFormat.html">RenderDepthFormat</a> 752 </th> 753 <td> 754 </td> 755 </tr> 756 <tr> 757 <td width="100"> </td> 758 <th> 759 <a href="../../nw/gfx/GraphicsMemoryArea.html">GraphicsMemoryArea</a> 760 </th> 761 <td>Definitions that represent graphics memory areas.</td> 762 </tr> 763 <tr> 764 <td width="100"> </td> 765 <th> 766 <a href="../../nw/gfx/ShadowKind.html">ShadowKind</a> 767 </th> 768 <td>The shadow type.</td> 769 </tr> 770 <tr> 771 <td width="100"> </td> 772 <th> 773 <a href="../../nw/gfx/ParticleBuffer.html">ParticleBuffer</a> 774 </th> 775 <td>Types of particle buffers.</td> 776 </tr> 777 <tr> 778 <td width="100"> </td> 779 <th> 780 <a href="../../nw/gfx/GeometryShaderMode.html">GeometryShaderMode</a> 781 </th> 782 <td>Definitions that represent geometry shader modes.</td> 783 </tr> 784 <tr> 785 <td width="100"> </td> 786 <th> 787 <a href="../../nw/gfx/VertexShaderUniformIndex.html">VertexShaderUniformIndex</a> 788 </th> 789 <td>Index numbers for floating-point registers used by vertex shaders.</td> 790 </tr> </table> 791 </div> 792 </a> <a name="typedef" id="typedef"> 793 <h2><CODE>typedef</CODE> Definitions</h2> 794 <div class="section"> 795 <table class="members"> 796 <tr> 797 <th class="category" colspan="3">Render elements</th> 798 </tr> 799 <tr> 800 <td width="100" /> 801 <th> 802 <a href="../../nw/gfx/RenderKeyType.html">RenderKeyType</a> 803 </th> 804 <td>Type of key used when performing render sorts.</td> 805 </tr> 806 <tr> 807 <td width="100" /> 808 <th> 809 <a href="../../nw/gfx/RenderElement.html">RenderElement</a> 810 </th> 811 <td>Definition of the standard render element.</td> 812 </tr> 813 <tr> 814 <td width="100" /> 815 <th> 816 <a href="../../nw/gfx/RenderKeyFactory.html">RenderKeyFactory</a> 817 </th> 818 <td>Definition of the standard render key factory.</td> 819 </tr> 820 <tr> 821 <th class="category" colspan="3">Other</th> 822 </tr> 823 <tr> 824 <td width="100" /> 825 <th> 826 <a href="../../nw/gfx/FixedFragmentLightArray.html">FixedFragmentLightArray</a> 827 </th> 828 <td>Fragment light array.</td> 829 </tr> 830 <tr> 831 <td width="100" /> 832 <th> 833 <a href="../../nw/gfx/MaterialArray.html"><CODE>MaterialArray</CODE></a> 834 </th> 835 <td>Definition of a material array.</td> 836 </tr> 837 <tr> 838 <td width="100" /> 839 <th> 840 <a href="../../nw/gfx/ParticleTime.html"><CODE>ParticleTime</CODE></a> 841 </th> 842 <td>Time type for particle processing.</td> 843 </tr> 844 <tr> 845 <td width="100" /> 846 <th> 847 <a href="../../nw/gfx/RenderQueue.html">RenderQueue</a> 848 </th> 849 <td>Definition of the standard render queue.</td> 850 </tr> 851 <tr> 852 <td width="100" /> 853 <th> 854 <a href="../../nw/gfx/SceneNodeArray.html"><CODE>SceneNodeArray</CODE></a> 855 </th> 856 <td>Definition of a scene node array.</td> 857 </tr> 858 <tr> 859 <td width="100" /> 860 <th> 861 <a href="../../nw/gfx/UserRenderNodeArray.html">UserRenderNodeArray</a> 862 </th> 863 <td>User-defined render node array definition.</td> 864 </tr> 865 <tr> 866 <td width="100" /> 867 <th> 868 <a href="../../nw/gfx/ModelArray.html">ModelArray</a> 869 </th> 870 <td>Definition of a model array.</td> 871 </tr> 872 <tr> 873 <td width="100" /> 874 <th> 875 <a href="../../nw/gfx/SkeletalModelArray.html">SkeletalModelArray</a> 876 </th> 877 <td>Definition of a skeletal model array.</td> 878 </tr> 879 <tr> 880 <td width="100" /> 881 <th> 882 <a href="../../nw/gfx/LightArray.html">LightArray</a> 883 </th> 884 <td>Definition of a light array.</td> 885 </tr> 886 <tr> 887 <td width="100" /> 888 <th> 889 <a href="../../nw/gfx/FragmentLightArray.html">FragmentLightArray</a> 890 </th> 891 <td>Definition of a fragment light array.</td> 892 </tr> 893 <tr> 894 <td width="100" /> 895 <th> 896 <a href="../../nw/gfx/VertexLightArray.html">VertexLightArray</a> 897 </th> 898 <td>Definition of a vertex light array.</td> 899 </tr> 900 <tr> 901 <td width="100" /> 902 <th> 903 <a href="../../nw/gfx/HemiSphereLightArray.html"><CODE>HemiSphereLightArray</CODE></a> 904 </th> 905 <td>Definition of a hemispherical light array.</td> 906 </tr> 907 <tr> 908 <td width="100" /> 909 <th> 910 <a href="../../nw/gfx/AmbientLightArray.html"><CODE>AmbientLightArray</CODE></a> 911 </th> 912 <td>Definition of an ambient light array.</td> 913 </tr> 914 <tr> 915 <td width="100" /> 916 <th> 917 <a href="../../nw/gfx/CameraArray.html">CameraArray</a> 918 </th> 919 <td>Definition of a camera array.</td> 920 </tr> 921 <tr> 922 <td width="100" /> 923 <th> 924 <a href="../../nw/gfx/FogArray.html"><CODE>FogArray</CODE></a> 925 </th> 926 <td>Definition of a fog array.</td> 927 </tr> 928 <tr> 929 <td width="100" /> 930 <th> 931 <a href="../../nw/gfx/ParticleSetArray.html"><CODE>ParticleSetArray</CODE></a> 932 </th> 933 <td>Definition of a particle set array.</td> 934 </tr> 935 <tr> 936 <td width="100" /> 937 <th> 938 <a href="../../nw/gfx/ParticleEmitterArray.html">ParticleEmitterArray</a> 939 </th> 940 <td>Definition of a particle emitter array.</td> 941 </tr> 942 <tr> 943 <td width="100" /> 944 <th> 945 <a href="../../nw/gfx/ParticleModelArray.html">ParticleModelArray</a> 946 </th> 947 <td>Definition of a particle model array.</td> 948 </tr> 949 <tr> 950 <td width="100" /> 951 <th> 952 <a href="../../nw/gfx/LightSetArray.html">LightSetArray</a> 953 </th> 954 <td>The light set array.</td> 955 </tr> 956 <tr> 957 <td width="100" /> 958 <th> 959 <a href="../../nw/gfx/AnimatableNodeArray.html">AnimatableNodeArray</a> 960 </th> 961 <td>Array definition for nodes to be animated.</td> 962 </tr> 963 <tr> 964 <td width="100" /> 965 <th> 966 <a href="../../nw/gfx/RenderEnvironment.html"><CODE>RenderEnvironment</CODE></a> 967 </th> 968 <td>This definition is for purposes of compatibility.</td> 969 </tr> 970 <tr> 971 <td width="100" /> 972 <th> 973 <a href="../../nw/gfx/SceneNodeChildren.html"><CODE>SceneNodeChildren</CODE></a> 974 </th> 975 <td>List for managing children of scene nodes.</td> 976 </tr> </table> 977 </div> 978 </a> <a name="function" id="function"> 979 <h2>Functions</h2> 980 <div class="section"> 981 <table class="members"> 982 <tr> 983 <th class="category" colspan="3">Render elements</th> 984 </tr> 985 <tr> 986 <td width="100"> </td> 987 <th> 988 <a href="../../nw/gfx/CreatePriorMaterialRenderKeyFactory.html"><CODE>CreatePriorMaterialRenderKeyFactory</CODE></a> 989 </th> 990 <td>Creates a factory that creates render keys, giving priority to materials.</td> 991 </tr> 992 <tr> 993 <td width="100"> </td> 994 <th> 995 <a href="../../nw/gfx/CreatePriorMaterialReverseDepthRenderKeyFactory.html"><CODE>CreatePriorMaterialReverseDepthRenderKeyFactory</CODE></a> 996 </th> 997 <td>Creates a factory that creates render keys that are rendered starting from the background, giving priority to materials.</td> 998 </tr> 999 <tr> 1000 <td width="100"> </td> 1001 <th> 1002 <a href="../../nw/gfx/CreatePriorMaterialAndZeroDepthRenderKeyFactory.html">CreatePriorMaterialAndZeroDepthRenderKeyFactory</a> 1003 </th> 1004 <td>Creates a factory that for creating render keys, giving priority to materials without depth information.</td> 1005 </tr> 1006 <tr> 1007 <td width="100"> </td> 1008 <th> 1009 <a href="../../nw/gfx/CreatePriorDepthRenderKeyFactory.html"><CODE>CreatePriorDepthRenderKeyFactory</CODE></a> 1010 </th> 1011 <td>Creates a factory that creates render keys, giving priority to depths.</td> 1012 </tr> 1013 <tr> 1014 <td width="100"> </td> 1015 <th> 1016 <a href="../../nw/gfx/CreatePriorDepthReverseDepthRenderKeyFactory.html"><CODE>CreatePriorDepthReverseDepthRenderKeyFactory</CODE></a> 1017 </th> 1018 <td>Creates a factory that creates render keys that are rendered starting from the background, giving priority to depths.</td> 1019 </tr> 1020 <tr> 1021 <td width="100"> </td> 1022 <th> 1023 <a href="../../nw/gfx/CreateTopPriorDepthRenderKeyFactory.html">CreateTopPriorDepthRenderKeyFactory</a> 1024 </th> 1025 <td>Creates a factory that creates render keys with highest priority given to depth.</td> 1026 </tr> 1027 <tr> 1028 <td width="100"> </td> 1029 <th> 1030 <a href="../../nw/gfx/CreateTopPriorDepthReverseDepthRenderKeyFactory.html">CreateTopPriorDepthReverseDepthRenderKeyFactory</a> 1031 </th> 1032 <td>Creates a factory that creates render keys that are rendered starting from the background, with highest priority given to depth.</td> 1033 </tr> 1034 <tr> 1035 <th class="category" colspan="3">Other</th> 1036 </tr> 1037 <tr> 1038 <td width="100"> </td> 1039 <th> 1040 <a href="../../nw/gfx/AnimWeightNearlyEqual.html"><CODE>AnimWeightNearlyEqual</CODE></a> 1041 </th> 1042 <td>Compares animation weights.</td> 1043 </tr> 1044 <tr> 1045 <td width="100"> </td> 1046 <th> 1047 <a href="../../nw/gfx/AnimWeightNearlyEqualZero.html"><CODE>AnimWeightNearlyEqualZero</CODE></a> 1048 </th> 1049 <td>Compares animation weights to determine if they are close to zero.</td> 1050 </tr> 1051 <tr> 1052 <td width="100"> </td> 1053 <th> 1054 <a href="../../nw/gfx/AnimWeightNearlyEqualOne.html"><CODE>AnimWeightNearlyEqualOne</CODE></a> 1055 </th> 1056 <td>Compares animation weights to determine if they are close to one.</td> 1057 </tr> 1058 <tr> 1059 <td width="100"> </td> 1060 <th> 1061 <a href="../../nw/gfx/GetAnimWeightNormalizeScale.html"><CODE>GetAnimWeightNormalizeScale</CODE></a> 1062 </th> 1063 <td>Gets the scale used to normalize the animation blend weights.</td> 1064 </tr> 1065 <tr> 1066 <td width="100"> </td> 1067 <th> 1068 <a href="../../nw/gfx/SafeDestroyBranch.html"><CODE>SafeDestroyBranch</CODE></a> 1069 </th> 1070 <td>Inline function for setting a branch and all its descendants to zero after it has been deleted.</td> 1071 </tr> 1072 <tr> 1073 <td width="100"> </td> 1074 <th> 1075 <a href="../../nw/gfx/SafeDestroyBranchAll.html"><CODE>SafeDestroyBranchAll</CODE></a> 1076 </th> 1077 <td>Function for destroying all objects in the container element using <CODE>SafeBranchDestroy</CODE>.</td> 1078 </tr> </table> 1079 </div> 1080 </a> 1081 <hr><p>CONFIDENTIAL</p></body> 1082</html>