Rendering._transformMeshCoordinates(p0, p1, p2) |
***temporary*** [ESF] void Rendering._transformMeshCoordinates(Mesh, String VertexAttrName, Matrix) */ |
Rendering.applyDisplacementMap(p0, p1 [, p2 [, p3]]) |
[ESF] void Rendering.applyDisplacementMap(Mesh,PixelAccessor,Number scale,Bool clampToEdge) |
Rendering.applyNoise(p0 [, p1 [, p2 [, p3]]]) |
[ESF] void Rendering.applyNoise(Mesh,Number noiseScale, Matrix4x4 transform,Number seed) |
Rendering.calculateBoundingSphere(p0 [, p1]) |
[ESF] Sphere Rendering.calculateBoundingSphere(Mesh) [ESF] Sphere Rendering.calculateBoundingSphere(Array of Meshes [,Array of Transformation Matrixes]) |
Rendering.calculateHash(p0) |
[ESF] Number Rendering.calculateHash(Mesh) |
Rendering.calculateNormals(p0) |
[ESF] void Rendering.calculateNormals(Mesh) |
Rendering.calculateTangentVectors(p0 [, p1 [, p2]]) |
[ESF] void Rendering.calculateTangentVectors(Mesh mesh, [String uvName, [String tangentVecName]]) |
Rendering.calculateTextureCoordinates_projection(p0, p1 [, p2]) |
[ESF] void Rendering.calculateTextureCoordinates_projection(Mesh mesh, Matrix4x4 projection, [String uvName]) |
Rendering.combineMeshes(p0 [, p1]) |
[ESF] Mesh Rendering.combineMeshes(Array of Meshes) [ESF] Mesh Rendering.combineMeshes(Array of Meshes [,Array of Transformation Matrixes]) |
Rendering.compareMeshes(p0, p1) |
[ESF] Bool Rendering.compareMeshes(Mesh, Mesh) |
Rendering.computeSurfaceArea(p0) |
[ESF] Number Rendering.computeSurfaceArea(Mesh) |
Rendering.convertVertices(p0, p1) |
[ESF] Void Rendering.convertVertices(Mesh, VertexDescription) |
Rendering.copyVertexAttribute(p0, p1, p2) |
[ESF] void Rendering.copyVertexAttribute(mesh, String AttrNameFrom, String AttrNameTo) |
Rendering.copyVertices(p0, p1, p2, p3, p4) |
[ESF] void Rendering.copyVertices(Mesh source, Mesh target, Number sourceOffset, Number targetOffset, Number count) |
Rendering.createMeshByMarchingCubesFromTiledImage(p0, p1, p2, p3) |
[ESF] Mesh Rendering.createMeshByMarchingCubesFromTiledImage(Util.PixelAccessor values,Number sizeX,Number sizeY,Number sizeZ) |
Rendering.createMeshByQuadTree(p0 [, p1 [, p2 [, p3 [, p4]]]]) |
[ESF] Mesh Rendering.createMeshByQuadTree(Util.PixelAccessor depthTexture[, Util.PixelAccessor colorTexture[, Util.PixelAccessor normalTexture[, Util.PixelAccessor stencilTexture[,disruption=0.0075f]]]]) |
Rendering.cutMesh(p0, p1, p2 [, p3 [, p4]]) |
[ESF] void Rendering.cutMesh(Mesh, Vec3, Vec3, [Array], [Number]) |
Rendering.eliminateDuplicateVertices(p0) |
[ESF] void Rendering.eliminateDuplicateVertices(Mesh) |
Rendering.eliminateLongTriangles(p0, p1) |
[ESF] void Rendering.eliminateLongTriangles(Mesh,ratio) |
Rendering.eliminateTrianglesBehindPlane(p0, p1, p2) |
[ESF] void Rendering.eliminateTrianglesBehindPlane(Mesh, Vec3, Vec3) |
Rendering.eliminateUnusedVertices(p0) |
[ESF] void Rendering.eliminateUnusedVertices(Mesh) |
Rendering.eliminateZeroAreaTriangles(p0) |
[ESF] void Rendering.eliminateZeroAreaTriangles(Mesh) |
Rendering.extractPointsFromMesh(p0, p1, p2) |
[ESF] [Mesh|Void] Rendering.extractPointsFromMesh(Mesh, First Point, Number of Points) |
Rendering.extrudeTriangles(p0, p1, p2) |
[ESF] void Rendering.extrudeTriangles(Mesh, Vec3, Array) |
Rendering.flattenMesh(p0, p1, p2, p3) |
[ESF] void Rendering.flattenMesh(Mesh,Vec3 pos,Number radius,Number falloff) |
Rendering.getFirstTriangleIntersectingRay(p0, p1) |
[ESF] Number Rendering.getFirstTriangleIntersectingRay(Mesh, Ray) |
Rendering.getLongestSideLength(p0) |
[EMSF] float Rendering.getLongestSideLength(Mesh) |
Rendering.loadMesh(p0) |
[ESF] Mesh loadMesh(String) |
Rendering.mergeCloseVertices(p0 [, p1]) |
[ESF] void Rendering.eliminateDuplicateVertices(Mesh,[Number]) |
Rendering.optimizeIndices(p0 [, p1]) |
[ESF] Void Rendering.optimizeIndices(Mesh) |
Rendering.removeSkinsWithHoleCovering(p0, p1, p2) |
[ESF] void Rendering.removeSkinsWithHoleCovering(Mesh, Number, Number) |
Rendering.reverseMeshWinding(p0) |
[ESF] void Rendering.reverseMeshWinding(Mesh) |
Rendering.saveMesh(p0, p1) |
[ESF] void saveMesh(Mesh *, string s) |
Rendering.setColor(p0, p1) |
[ESF] void Rendering.setColor(Mesh, Color) |
Rendering.setMaterial(p0, p1, p2, p3, p4) |
[ESF] void Rendering.setMaterial(Mesh, Color ambient, Color diffuse, Color specular, Number shininess) |
Rendering.shrinkMesh(p0 [, p1]) |
[ESF] Void Rendering.shrinkMesh(Mesh, [bool]) |
Rendering.simplifyMesh(p0, p1, p2, p3, p4, p5) |
[ESF] void Rendering.simplifyMesh(Mesh,numberOfPolygons) |
Rendering.splitIntoConnectedComponents(p0 [, p1]) |
[ESF] [Array|Void] Rendering.splitIntoConnectedComponents(Mesh, [Number]) |
Rendering.splitLargeTriangles(p0, p1) |
[ESF] void Rendering.splitLargeTriangles(Mesh,size) |
Rendering.splitPointMeshIntoSmallerMeshes(p0, p1) |
[ESF] [Array|Void] Rendering.splitPointMeshIntoSmallerMeshes(Mesh, Points per Submesh) |
Rendering.transformMesh(p0, p1) |
[ESF] void Rendering.transformMesh(Mesh, Matrix) |