illuminate(Vec3f &dir, const Vec3f &org, unsigned int) const | QuadAreaLight | [inline, virtual] |
Light() | Light | [inline] |
mArea | QuadAreaLight | [private] |
mE1 | QuadAreaLight | [private] |
mE2 | QuadAreaLight | [private] |
mNormal | QuadAreaLight | [private] |
mP0 | QuadAreaLight | [private] |
mPower | QuadAreaLight | [private] |
mRaycount | QuadAreaLight | [private] |
mScene | Light | [protected] |
normal() const | QuadAreaLight | [inline] |
numberOfRays() const | QuadAreaLight | [inline, virtual] |
QuadAreaLight(const RGBAColor &power, const Vec3f &pos, const Vec3f &d1, const Vec3f &d2) | QuadAreaLight | [inline] |
scene() | Light | [inline] |
setNumberOfRays(unsigned int i) | QuadAreaLight | [inline, virtual] |
setScene(Scene *newScene) | Light | [inline] |
~Light() | Light | [inline, virtual] |