Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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W3DRoadBuffer Member List

This is the complete list of members for W3DRoadBuffer, including all inherited members.

addMapObject(RoadSegment *pRoad, Bool updateTheCounts)W3DRoadBufferprotected
addMapObjects(void)W3DRoadBufferprotected
adjustStacking(Int topUniqueID, Int bottomUniqueID)W3DRoadBufferprotected
allocateRoadBuffers(void)W3DRoadBufferprotected
BaseHeightMapRenderObjClass classW3DRoadBufferfriend
checkLinkAfter(Int ndx)W3DRoadBufferprotected
checkLinkBefore(Int ndx)W3DRoadBufferprotected
clearAllRoads(void)W3DRoadBuffer
drawRoads(CameraClass *camera, TextureClass *cloudTexture, TextureClass *noiseTexture, Bool wireframe, Int minX, Int maxX, Int minY, Int maxY, RefRenderObjListIterator *pDynamicLightsIterator)W3DRoadBuffer
findCrossTypeJoinVector(Vector2 loc, Vector2 *joinVector, Int uniqueID)W3DRoadBufferprotected
flipTheRoad(RoadSegment *pRoad)W3DRoadBufferinlineprotected
freeRoadBuffers(void)W3DRoadBufferprotected
insert4Way(Vector2 loc, Int index1, Real scale)W3DRoadBufferprotected
insertCrossTypeJoins(void)W3DRoadBufferprotected
insertCurveSegmentAt(Int ndx1, Int ndx2)W3DRoadBufferprotected
insertCurveSegments(void)W3DRoadBufferprotected
insertJoinAt(Int ndx)W3DRoadBufferprotected
insertTee(Vector2 loc, Int index1, Real scale)W3DRoadBufferprotected
insertTeeIntersections(void)W3DRoadBufferprotected
insertY(Vector2 loc, Int index1, Real scale)W3DRoadBufferprotected
loadAlphaJoin(RoadSegment *pRoad, Vector2 loc1, Vector2 loc2, Real scale)W3DRoadBufferprotected
loadCurve(RoadSegment *pRoad, Vector2 loc1, Vector2 loc2, Real scale)W3DRoadBufferprotected
loadFloat4PtSection(RoadSegment *pRoad, Vector2 loc, Vector2 roadNormal, Vector2 roadVector, Vector2 *cornersP, Real uOffset, Real vOffset, Real uScale, Real vScale)W3DRoadBufferprotected
loadFloatSection(RoadSegment *pRoad, Vector2 loc, Vector2 roadVector, Real height, Real left, Real right, Real uOffset, Real vOffset, Real scale)W3DRoadBufferprotected
loadH(RoadSegment *pRoad, Vector2 loc1, Vector2 loc2, Bool flip, Real scale)W3DRoadBufferprotected
loadLit4PtSection(RoadSegment *pRoad, UnsignedShort *ib, VertexFormatXYZDUV1 *vb, RefRenderObjListIterator *pDynamicLightsIterator)W3DRoadBufferprotected
loadLitRoadsInVertexAndIndexBuffers(RefRenderObjListIterator *pDynamicLightsIterator)W3DRoadBufferprotected
loadRoads()W3DRoadBuffer
loadRoadSegment(UnsignedShort *ib, VertexFormatXYZDUV1 *vb, RoadSegment *pRoad)W3DRoadBufferprotected
loadRoadsInVertexAndIndexBuffers(void)W3DRoadBufferprotected
loadTee(RoadSegment *pRoad, Vector2 loc1, Vector2 loc2, Bool is4way, Real scale)W3DRoadBufferprotected
loadY(RoadSegment *pRoad, Vector2 loc1, Vector2 loc2, Real scale)W3DRoadBufferprotected
m_curNumRoadIndicesW3DRoadBufferprotected
m_curNumRoadVerticesW3DRoadBufferprotected
m_curRoadTypeW3DRoadBufferprotected
m_curUniqueIDW3DRoadBufferprotected
m_initializedW3DRoadBufferprotected
m_lightsIteratorW3DRoadBufferprotected
m_mapW3DRoadBufferprotected
m_maxRoadIndexW3DRoadBufferprotected
m_maxRoadSegmentsW3DRoadBufferprotected
m_maxRoadTypesW3DRoadBufferprotected
m_maxRoadVertexW3DRoadBufferprotected
m_numRoadsW3DRoadBufferprotected
m_roadsW3DRoadBufferprotected
m_roadTypesW3DRoadBufferprotected
m_updateBuffersW3DRoadBufferprotected
miter(Int ndx1, Int ndx2)W3DRoadBufferprotected
moveRoadSegTo(Int fromNdx, Int toNdx)W3DRoadBufferprotected
offset3Way(TRoadPt *pc1, TRoadPt *pc2, TRoadPt *pc3, Vector2 loc, Vector2 upVector, Vector2 teeVector, Real widthInTexture)W3DRoadBufferprotected
offset4Way(TRoadPt *pc1, TRoadPt *pc2, TRoadPt *pc3, TRoadPt *pr3, TRoadPt *pc4, Vector2 loc, Vector2 alignVector, Real widthInTexture)W3DRoadBufferprotected
offsetH(TRoadPt *pc1, TRoadPt *pc2, TRoadPt *pc3, Vector2 loc, Vector2 upVector, Vector2 teeVector, Bool flip, Bool mirror, Real widthInTexture)W3DRoadBufferprotected
offsetY(TRoadPt *pc1, TRoadPt *pc2, TRoadPt *pc3, Vector2 loc, Vector2 upVector, Real widthInTexture)W3DRoadBufferprotected
preloadRoadSegment(RoadSegment *pRoad)W3DRoadBufferprotected
preloadRoadsInVertexAndIndexBuffers(void)W3DRoadBufferprotected
rotateAbout(Vector2 *ptP, Vector2 center, Real angle)W3DRoadBufferprotected
setMap(WorldHeightMap *pMap)W3DRoadBuffer
updateCenter(void)W3DRoadBuffer
updateCounts(RoadSegment *pRoad)W3DRoadBufferprotected
updateCountsAndFlags(void)W3DRoadBufferprotected
updateLighting(void)W3DRoadBuffer
visibilityChanged(const IRegion2D &bounds)W3DRoadBufferprotected
W3DRoadBuffer(void)W3DRoadBuffer
~W3DRoadBuffer(void)W3DRoadBuffer