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>