Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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MeshMatDescClass Member List

This is the complete list of members for MeshMatDescClass, including all inherited members.

ColorArrayMeshMatDescClassprotected
Configure_Material(VertexMaterialClass *mtl, int pass, bool lighting_enabled)MeshMatDescClassprotected
DCGSourceMeshMatDescClassprotected
Delete_Pass(int pass)MeshMatDescClassprotected
DIGSourceMeshMatDescClassprotected
Disable_Backface_Culling(void)MeshMatDescClassinlineprotected
Disable_Lighting(void)MeshMatDescClass
Do_Mappers_Need_Normals(void)MeshMatDescClass
Get_Color_Array(int array, bool create=true)MeshMatDescClassinline
Get_DCG_Array(int pass)MeshMatDescClassinline
Get_DCG_Source(int pass)MeshMatDescClassinline
Get_DIG_Array(int pass)MeshMatDescClassinline
Get_DIG_Source(int pass)MeshMatDescClassinline
Get_Material(int vidx, int pass=0) constMeshMatDescClass
Get_Material_Array(int pass, bool create=true)MeshMatDescClass
Get_Pass_Count(void) constMeshMatDescClassinline
Get_Polygon_Count(void) constMeshMatDescClassinline
Get_Shader(int pidx, int pass=0) constMeshMatDescClass
Get_Shader_Array(int pass, bool create=true)MeshMatDescClass
Get_Single_Material(int pass=0) constMeshMatDescClassinline
Get_Single_Shader(int pass=0) constMeshMatDescClassinline
Get_Single_Texture(int pass=0, int stage=0) constMeshMatDescClass
Get_Texture(int pidx, int pass=0, int stage=0) constMeshMatDescClass
Get_Texture_Array(int pass, int stage, bool create=true)MeshMatDescClass
Get_UV_Array(int pass, int stage)MeshMatDescClassinline
Get_UV_Array_By_Index(int index, bool create=true)MeshMatDescClassinline
Get_UV_Array_Count(void)MeshMatDescClassinline
Get_UV_Source(int pass, int stage)MeshMatDescClassinline
Get_Vertex_Count(void) constMeshMatDescClassinline
glueEnforcer() const =0W3DMPOprotectedpure virtual
Has_Color_Array(int array)MeshMatDescClassinline
Has_Material_Array(int pass) constMeshMatDescClassinline
Has_Material_Data(int pass)MeshMatDescClassinline
Has_Shader_Array(int pass) constMeshMatDescClassinline
Has_Shader_Data(int pass)MeshMatDescClassinline
Has_Texture_Array(int pass, int stage) constMeshMatDescClassinline
Has_Texture_Data(int pass, int stage)MeshMatDescClassinline
Has_UV(int pass, int stage)MeshMatDescClassinline
Init_Alternate(MeshMatDescClass &def_mat_desc, MeshMatDescClass &alternate_desc)MeshMatDescClass
Install_UV_Array(int pass, int stage, Vector2 *uvs, int count)MeshMatDescClass
Is_Empty(void)MeshMatDescClass
Make_Color_Array_Unique(int index)MeshMatDescClass
Make_UV_Array_Unique(int pass, int stage)MeshMatDescClass
MaterialMeshMatDescClassprotected
MaterialArrayMeshMatDescClassprotected
MAX_COLOR_ARRAYS enum valueMeshMatDescClass
MAX_PASSES enum valueMeshMatDescClass
MAX_TEX_STAGES enum valueMeshMatDescClass
MAX_UV_ARRAYS enum valueMeshMatDescClass
MeshMatDescClass(void)MeshMatDescClass
MeshMatDescClass(const MeshMatDescClass &that)MeshMatDescClass
MeshModelClass classMeshMatDescClassfriend
NullShaderMeshMatDescClassstatic
operator=(const MeshMatDescClass &that)MeshMatDescClass
PassCountMeshMatDescClassprotected
Peek_Material(int vidx, int pass=0) constMeshMatDescClass
Peek_Single_Material(int pass=0) constMeshMatDescClassinline
Peek_Single_Texture(int pass=0, int stage=0) constMeshMatDescClassinline
Peek_Texture(int pidx, int pass=0, int stage=0) constMeshMatDescClass
PolyCountMeshMatDescClassprotected
Post_Load_Process(bool enable_lighting=true, MeshModelClass *parent=NULL)MeshMatDescClass
Reset(int polycount, int vertcount, int passcount)MeshMatDescClass
Set_DCG_Source(int pass, VertexMaterialClass::ColorSourceType source)MeshMatDescClassinline
Set_DIG_Source(int pass, VertexMaterialClass::ColorSourceType source)MeshMatDescClassinline
Set_Material(int vidx, VertexMaterialClass *vmat, int pass=0)MeshMatDescClass
Set_Pass_Count(int passes)MeshMatDescClassinline
Set_Polygon_Count(int polycount)MeshMatDescClassinline
Set_Shader(int pidx, ShaderClass shader, int pass=0)MeshMatDescClass
Set_Single_Material(VertexMaterialClass *vmat, int pass=0)MeshMatDescClass
Set_Single_Shader(ShaderClass shader, int pass=0)MeshMatDescClass
Set_Single_Texture(TextureClass *tex, int pass=0, int stage=0)MeshMatDescClass
Set_Texture(int pidx, TextureClass *tex, int pass=0, int stage=0)MeshMatDescClass
Set_UV_Source(int pass, int stage, int sourceindex)MeshMatDescClassinline
Set_Vertex_Count(int vertcount)MeshMatDescClassinline
ShaderMeshMatDescClassprotected
ShaderArrayMeshMatDescClassprotected
TextureMeshMatDescClassprotected
TextureArrayMeshMatDescClassprotected
UVMeshMatDescClassprotected
UVSourceMeshMatDescClassprotected
VertexCountMeshMatDescClassprotected
~MeshMatDescClass(void)MeshMatDescClass
~W3DMPO()W3DMPOinlinevirtual