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Bsp Member List

This is the complete list of members for Bsp, including all inherited members.

add_list(vector< surface_t * > &surface_list, bool blend_flag, int i)Bspprivate
anim_listBsp
blend_listBsp
Bsp()Bsp
CalculateTangentArray(bspvertex_t *vertex, int num_vert, int *index, int num_index, vec4 *tangent)Bsp
change_axis()Bspprivate
check_brush(brush_t *brush, vec3 &start, vec3 &end)Bsp
check_node(int node_index, float start_amount, float end_amount, vec3 &start, vec3 &end)Bsp
cluster_visible(int visCluster, int testCluster)Bspinlineprivate
collisionBsp
collision_detect(vec3 &point, vec3 &oldpoint, plane_t *plane, float *depth, float &water_depth, vector< surface_t * > &surface_list, bool debug, vec3 &clip, const vec3 &velocity, int &model_trigger, int &model_platform, content_flag_t &flag)Bsp
collision_normalBsp
CreateShadowVolumes(Graphics &gfx, vec3 &light_pos, int current_light, vertex_t *shadow_vertex, unsigned int *shadow_index, int &num_index)Bsp
CreateTangentArray(vertex_t *vertex, bspvertex_t *bsp_vertex, int num_vert, vec4 *tangent)Bsp
dataBsp
enable_blendBsp
enable_fogBsp
enable_normalmapBsp
enable_patchBsp
enable_shaderBsp
enable_skyBsp
enable_texturesBsp
face_listBsp
face_to_patchBsp
find_leaf(const vec3 &position)Bspinlineprivate
gen_renderlists(int leaf, vector< surface_t * > &surface_list, vec3 &position)Bspprivate
generate_meshes(Graphics &gfx)Bsp
get_entities()Bsp
hitscan(vec3 &origin, vec3 &dir, float &distance)Bsp
is_point_in_brush(int brush_index, vec3 &point, vec3 &oldpoint, float *depth, plane_t *plane, content_flag_t &flag, float &water_depth, bool debug)Bsp
lastIndexBsp
leaf_listBsp
leaf_test(vec3 &x, vec3 &y)Bsp
lightmap_objectBspprivate
load(char *map, char **pk3list, int num_pk3)Bsp
load_from_file(char *filename, texture_t &texObj, Graphics &gfx, char **pk3_list, int num_pk3, int anisotropic)Bsp
load_from_shader(char *name, vector< surface_t * > &surface_list, texture_t *texObj, Graphics &gfx, char **pk3_list, int num_pk3, int anisotropic)Bsp
load_textures(Graphics &gfx, vector< surface_t * > &surface_list, char **pk3_list, int num_pk3, int anisotropic)Bsp
loadedBsp
map_index_vboBspprivate
map_nameBsp
map_vertexBspprivate
map_vertex_vboBspprivate
max_stageBsp
mesh_levelBspprivate
model_offsetBsp
model_origin(unsigned int index)Bsp
model_rotBsp
model_typeBsp
model_velBsp
normal_objectBspprivate
num_meshesBspprivate
on_groundBsp
patchdataBspprivate
portal_texBsp
quake1Bsp
render(vec3 &position, Graphics &gfx, vector< surface_t * > &surface_list, mLight2 &mlight2, int tick_num)Bsp
render_billboard(face_t *face, Graphics &gfx, int stage, bool lightmap, bool shader)Bspinlineprivate
render_face(face_t *face, Graphics &gfx, int stage, bool lightmap, bool shader)Bspinlineprivate
render_model(unsigned int index, Graphics &gfx)Bsp
render_patch(face_t *face, Graphics &gfx, int stage, bool lightmap, bool shader)Bspinlineprivate
render_sky(Graphics &gfx, mLight2 &mlight2, int tick_num, vector< surface_t * > surface_list)Bsp
selected_mapBspprivate
set_blend_mode(Graphics &gfx, faceinfo_t &face)Bspprivate
set_tcmod(mLight2 &mlight2, faceinfo_t &face, int tick_num, float time)Bspprivate
sky_faceBspprivate
skybox_iboBsp
skybox_indexBsp
skybox_vboBsp
skybox_vertexBsp
sort_leaf(vector< int > *leaf_list, int node_index, const vec3 &position, leaf_t *frameLeaf, bool order)Bspprivate
tangentBspprivate
tBspBspprivate
tessellate(int level, bspvertex_t control[], vertex_t **vertex_array, int &numVerts, int **index_array, int &numIndexes, vec2 &texcoord, vec2 &lightcoord, vec2 &size)Bspprivate
tex_objectBsp
trace(vec3 &start, vec3 &end, vec3 &normal)Bsp
trace_resultBsp
unload(Graphics &gfx)Bsp
vis_test(vec3 &x, vec3 &y, int &leaf_a, int &leaf_b)Bsp