axes(const Ray &ray, Vec3f &x, Vec3f &y) const | Sphere | [inline, virtual] |
bounds() const | Primitive | [inline] |
calcBounds() | Sphere | [inline, protected, virtual] |
castShadows() const | Primitive | [inline] |
intersect(Ray &ray) const | Sphere | [inline, virtual] |
mBounds | Primitive | [protected] |
mCastShadows | Primitive | [protected] |
mCenter | Sphere | [protected] |
mRadius | Sphere | [protected] |
mShader | Primitive | [protected] |
normal(const Ray &ray) const | Sphere | [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] |
Sphere(const Vec3f ¢er, float radius) | Sphere | [inline] |
texCoord(const Ray &ray) const | Sphere | [inline, virtual] |
~Primitive() | Primitive | [inline, virtual] |
~Sphere() | Sphere | [inline, virtual] |