Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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W3DTerrainVisual Member List

This is the complete list of members for W3DTerrainVisual, including all inherited members.

addFactionBib(Object *factionBuilding, Bool highlight, Real extra=0)W3DTerrainVisualvirtual
addFactionBibDrawable(Drawable *factionBuilding, Bool highlight, Real extra=0)W3DTerrainVisualvirtual
addProp(const ThingTemplate *tt, const Coord3D *pos, Real angle)W3DTerrainVisualvirtual
addWaterVelocity(Real worldX, Real worldY, Real velocity, Real preferredHeight)W3DTerrainVisualvirtual
changeWaterHeight(Real x, Real y, Real delta)W3DTerrainVisualvirtual
crc(Xfer *xfer)W3DTerrainVisualprotectedvirtual
DRAW(void)SubsystemInterfaceinline
draw(void)SubsystemInterfaceinlinevirtual
enableWaterGrid(Bool enable)W3DTerrainVisualvirtual
getClientHeightMap(void)W3DTerrainVisualinlinevirtual
getLogicHeightMap(void)W3DTerrainVisualinlinevirtual
getName(void)SubsystemInterfaceinline
getRawMapHeight(const ICoord2D *gridPos)W3DTerrainVisualvirtual
getTerrainColorAt(Real x, Real y, RGBColor *pColor)W3DTerrainVisualvirtual
getTerrainTile(Real x, Real y)W3DTerrainVisualvirtual
getWaterGridHeight(Real worldX, Real worldY, Real *height)W3DTerrainVisualvirtual
getWaterGridResolution(const WaterHandle *waterTable, Real *gridCellsX, Real *gridCellsY, Real *cellSize)W3DTerrainVisualvirtual
getWaterTransform(const WaterHandle *waterTable, Matrix3D *transform)W3DTerrainVisualvirtual
init(void)W3DTerrainVisualvirtual
intersectTerrain(Coord3D *rayStart, Coord3D *rayEnd, Coord3D *result)W3DTerrainVisualvirtual
load(AsciiString filename)W3DTerrainVisualvirtual
loadPostProcess(void)W3DTerrainVisualprotectedvirtual
m_currentSkyboxTexNamesW3DTerrainVisualprotected
m_filenameStringTerrainVisualprotected
m_initialSkyboxTexNamesW3DTerrainVisualprotected
m_isWaterGridRenderingEnabledW3DTerrainVisualprotected
m_logicHeightMapW3DTerrainVisualprotected
m_nameSubsystemInterfaceprotected
m_terrainRenderObjectW3DTerrainVisualprotected
m_waterRenderObjectW3DTerrainVisualprotected
NumSkyboxTextures enum valueTerrainVisual
postProcessLoad()SubsystemInterfaceinlinevirtual
removeAllBibs(void)W3DTerrainVisualvirtual
removeBibHighlighting(void)W3DTerrainVisualvirtual
removeFactionBib(Object *factionBuilding)W3DTerrainVisualvirtual
removeFactionBibDrawable(Drawable *factionBuilding)W3DTerrainVisualvirtual
removeTreesAndPropsForConstruction(const Coord3D *pos, const GeometryInfo &geom, Real angle)W3DTerrainVisualvirtual
replaceSkyboxTextures(const AsciiString *oldTexName[NumSkyboxTextures], const AsciiString *newTexName[NumSkyboxTextures])W3DTerrainVisualvirtual
reset(void)W3DTerrainVisualvirtual
setName(AsciiString name)SubsystemInterfaceinline
setRawMapHeight(const ICoord2D *gridPos, Int height)W3DTerrainVisualvirtual
setShoreLineDetail(void)W3DTerrainVisualvirtual
setTerrainTracksDetail(void)W3DTerrainVisualvirtual
setWaterAttenuationFactors(const WaterHandle *waterTable, Real a, Real b, Real c, Real range)W3DTerrainVisualvirtual
setWaterGridHeightClamps(const WaterHandle *waterTable, Real minZ, Real maxZ)W3DTerrainVisualvirtual
setWaterGridResolution(const WaterHandle *waterTable, Real gridCellsX, Real gridCellsY, Real cellSize)W3DTerrainVisualvirtual
setWaterTransform(const WaterHandle *waterTable, Real angle, Real x, Real y, Real z)W3DTerrainVisualvirtual
setWaterTransform(const Matrix3D *transform)W3DTerrainVisualvirtual
Snapshot(void)Snapshot
SubsystemInterface()SubsystemInterface
TerrainVisual()TerrainVisual
UPDATE(void)SubsystemInterfaceinline
update(void)W3DTerrainVisualvirtual
W3DTerrainVisual()W3DTerrainVisual
xfer(Xfer *xfer)W3DTerrainVisualprotectedvirtual
~Snapshot(void)Snapshot
~SubsystemInterface()SubsystemInterfacevirtual
~TerrainVisual()TerrainVisualvirtual
~W3DTerrainVisual()W3DTerrainVisualvirtual