axes(const Ray &, Vec3f &, Vec3f &) const | InfinitePlane | [inline, virtual] |
bounds() const | Primitive | [inline] |
calcBounds() | InfinitePlane | [inline, private, virtual] |
castShadows() const | Primitive | [inline] |
InfinitePlane(Vec3f origin, Vec3f normal) | InfinitePlane | [inline] |
intersect(Ray &ray) const | InfinitePlane | [inline, virtual] |
mBounds | Primitive | [protected] |
mCastShadows | Primitive | [protected] |
mNormal | InfinitePlane | [private] |
mOrigin | InfinitePlane | [private] |
mShader | Primitive | [protected] |
normal(const Ray &) const | InfinitePlane | [inline, virtual] |
Primitive() | Primitive | [inline] |
setCastShadows(bool cs) | Primitive | [inline] |
setShader(Shader *sh) | Primitive | [inline] |
shade(const Ray &ray) const | Primitive | [inline, virtual] |
shader() const | Primitive | [inline] |
texCoord(const Ray &) const | Primitive | [inline, virtual] |
~InfinitePlane() | InfinitePlane | [inline] |
~Primitive() | Primitive | [inline, virtual] |