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| GLuint | getVertexBuffer () const |
| | get vertex buffer More...
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| var | getVertexBuffer () |
| | get vertex buffer More...
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| bool | hasVertexAttrib (int attrib) const |
| | has vertex attribute? More...
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ssize_t | getMeshVertexAttribCount () const |
| | get mesh vertex attribute count
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var | getMeshVertexAttribCount () |
| | get mesh vertex attribute count
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local | getMeshVertexAttribCount () |
| | get mesh vertex attribute count
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const MeshVertexAttrib & | getMeshVertexAttribute (int idx) |
| | get MeshVertexAttribute by index
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local | getMeshVertexAttribute ( local idx) |
| | get MeshVertexAttribute by index
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int | getVertexSizeInBytes () const |
| | get per vertex size in bytes
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var | getVertexSizeInBytes () |
| | get per vertex size in bytes
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local | getVertexSizeInBytes () |
| | get per vertex size in bytes
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| void | setTexture (const std::string &texPath) |
| | set texture (diffuse), which is responsible for the main appearance. More...
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| void | setTexture (Texture2D *tex) |
| | set texture (diffuse), which is responsible for the main appearance. More...
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| void | setTexture (Texture2D *tex, NTextureData::Usage usage, bool cacheFileName=true) |
| | set texture More...
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| var | setTexture ( var tex, var usage, var true) |
| | set texture More...
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| local | setTexture ( local tex, local usage, local true) |
| | set texture More...
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| void | setTexture (const std::string &texPath, NTextureData::Usage usage) |
| | set texture More...
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| var | setTexture ( var texPath, var usage) |
| | set texture More...
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| local | setTexture ( local texPath, local usage) |
| | set texture More...
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| Texture2D * | getTexture () const |
| | Get texture (diffuse), which is responsible for the main appearance. More...
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| Texture2D * | getTexture (NTextureData::Usage usage) |
| | Get texture. More...
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| local | getTexture ( local usage) |
| | Get texture. More...
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void | setVisible (bool visible) |
| | visible getter and setter
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var | setVisible ( var visible) |
| | visible getter and setter
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local | setVisible ( local visible) |
| | visible getter and setter
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| MeshSkin * | getSkin () const |
| | skin getter More...
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| MeshIndexData * | getMeshIndexData () const |
| | mesh index data getter More...
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| GLProgramState * | getGLProgramState () const |
| | get GLProgramState More...
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const std::string & | getName () const |
| | name getter
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var | getName () |
| | name getter
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local | getName () |
| | name getter
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| GLenum | getPrimitiveType () const |
| | get primitive type More...
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| var | getPrimitiveType () |
| | get primitive type More...
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| ssize_t | getIndexCount () const |
| | get index count More...
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| var | getIndexCount () |
| | get index count More...
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| GLenum | getIndexFormat () const |
| | get index format More...
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| var | getIndexFormat () |
| | get index format More...
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| GLuint | getIndexBuffer () const |
| | get index buffer More...
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| var | getIndexBuffer () |
| | get index buffer More...
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const AABB & | getAABB () const |
| | get AABB
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local | getAABB () |
| | get AABB
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void | setGLProgramState (GLProgramState *glProgramState) |
| | Sets a new GLProgramState for the Mesh A new Material will be created for it.
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void | setMaterial (Material *material) |
| | Sets a new Material to the Mesh.
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var | setMaterial ( var material) |
| | Sets a new Material to the Mesh.
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local | setMaterial ( local material) |
| | Sets a new Material to the Mesh.
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Material * | getMaterial () const |
| | Returns the Material being used by the Mesh.
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var | getMaterial () |
| | Returns the Material being used by the Mesh.
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local | getMaterial () |
| | Returns the Material being used by the Mesh.
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MeshCommand & | getMeshCommand () |
| | Get the MeshCommand.
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var | getMeshCommand () |
| | Get the MeshCommand.
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local | getMeshCommand () |
| | Get the MeshCommand.
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void | setSkin (MeshSkin *skin) |
| | skin setter
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var | setSkin ( var skin) |
| | skin setter
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local | setSkin ( local skin) |
| | skin setter
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void | setMeshIndexData (MeshIndexData *indexdata) |
| | Mesh index data setter.
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var | setMeshIndexData ( var indexdata) |
| | Mesh index data setter.
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local | setMeshIndexData ( local indexdata) |
| | Mesh index data setter.
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void | setName (const std::string &name) |
| | name setter
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| void | calculateAABB () |
| | calculate the AABB of the mesh More...
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| var | calculateAABB () |
| | calculate the AABB of the mesh More...
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| local | calculateAABB () |
| | calculate the AABB of the mesh More...
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void | setForce2DQueue (bool force2D) |
| | force set this Sprite3D to 2D render queue
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var | setForce2DQueue ( var force2D) |
| | force set this Sprite3D to 2D render queue
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local | setForce2DQueue ( local force2D) |
| | force set this Sprite3D to 2D render queue
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| void | retain () |
| | Retains the ownership. More...
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| void | release () |
| | Releases the ownership immediately. More...
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| local | release () |
| | Releases the ownership immediately. More...
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| Ref * | autorelease () |
| | Releases the ownership sometime soon automatically. More...
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| unsigned int | getReferenceCount () const |
| | Returns the Ref's current reference count. More...
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| local | getReferenceCount () |
| | Returns the Ref's current reference count. More...
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| virtual | ~Ref () |
| | Destructor. More...
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static Mesh * | create (const std::vector< float > &positions, const std::vector< float > &normals, const std::vector< float > &texs, const IndexArray &indices) |
| | create mesh from positions, normals, and so on, single SubMesh
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static Mesh * | create (const std::vector< float > &vertices, int perVertexSizeInFloat, const IndexArray &indices, int, const std::vector< MeshVertexAttrib > &attribs, int) |
| | create mesh with vertex attributes
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local | create ( local vertices, local perVertexSizeInFloat, local indices, local int, local attribs, local int) |
| | create mesh with vertex attributes
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| static Mesh * | create (const std::string &name, MeshIndexData *indexData, MeshSkin *skin=nullptr) |
| | create mesh More...
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Mesh: contains ref to index buffer, GLProgramState, texture, skin, blend function, aabb and so on.