axes(const Ray &, Vec3f &x, Vec3f &y) const | Triangle | [inline, virtual] |
bounds() const | Primitive | [inline] |
calcBounds() | Triangle | [inline, protected, virtual] |
castShadows() const | Primitive | [inline] |
intersect(Ray &ray) const | Triangle | [inline, virtual] |
mA | Triangle | [protected] |
mB | Triangle | [protected] |
mBounds | Primitive | [protected] |
mC | Triangle | [protected] |
mCastShadows | Primitive | [protected] |
mEdge1 | Triangle | [protected] |
mEdge2 | Triangle | [protected] |
mNa | TexturedSmoothTriangle | [private] |
mNb | TexturedSmoothTriangle | [private] |
mNc | TexturedSmoothTriangle | [private] |
mShader | Primitive | [protected] |
mTa | TexturedSmoothTriangle | [private] |
mTb | TexturedSmoothTriangle | [private] |
mTc | TexturedSmoothTriangle | [private] |
normal(const Ray &ray) const | TexturedSmoothTriangle | [inline, virtual] |
Primitive() | Primitive | [inline] |
setCastShadows(bool cs) | Primitive | [inline] |
setNormals(const Vec3f &na, const Vec3f &nb, const Vec3f &nc) | TexturedSmoothTriangle | [inline] |
setShader(Shader *sh) | Primitive | [inline] |
setTexCoord(const TexCoordinate &ta, const TexCoordinate &tb, const TexCoordinate &tc) | TexturedSmoothTriangle | [inline] |
shade(const Ray &ray) const | Primitive | [inline, virtual] |
shader() const | Primitive | [inline] |
texCoord(const Ray &ray) const | TexturedSmoothTriangle | [inline, virtual] |
TexturedSmoothTriangle(const Triangle &v) | TexturedSmoothTriangle | [inline] |
TexturedSmoothTriangle(const Triangle &v, const Vec3f &na, const Vec3f &nb, const Vec3f &nc) | TexturedSmoothTriangle | [inline] |
TexturedSmoothTriangle(const Triangle &v, const Vec3f &na, const Vec3f &nb, const Vec3f &nc, const TexCoordinate &ta, const TexCoordinate &tb, const TexCoordinate &tc) | TexturedSmoothTriangle | [inline] |
Triangle(const Vec3f &a, const Vec3f &b, const Vec3f &c) | Triangle | [inline] |
~Primitive() | Primitive | [inline, virtual] |
~Triangle() | Triangle | [inline, virtual] |