, including all inherited members.
add_corners(SubPatch &sub) | QuadDice | |
add_grid(SubPatch &sub, int Mu, int Mv, int offset) | QuadDice | |
add_side_u(SubPatch &sub, vector< int > &outer, vector< int > &inner, int Mu, int Mv, int tu, int side, int offset) | QuadDice | |
add_side_v(SubPatch &sub, vector< int > &outer, vector< int > &inner, int Mu, int Mv, int tv, int side, int offset) | QuadDice | |
add_triangle(int v0, int v1, int v2) | EdgeDice | |
add_vert(SubPatch &sub, float u, float v) | QuadDice | |
EdgeDice::add_vert(Patch *patch, float2 uv) | EdgeDice | |
camera | EdgeDice | |
dice(SubPatch &sub, EdgeFactors &ef) | QuadDice | |
dicing_rate | EdgeDice | |
EdgeDice(Mesh *mesh, int shader, bool smooth, float dicing_rate) | EdgeDice | |
eval_projected(SubPatch &sub, float u, float v) | QuadDice | |
map_uv(SubPatch &sub, float u, float v) | QuadDice | |
mesh | EdgeDice | |
mesh_N | EdgeDice | |
mesh_P | EdgeDice | |
quad_area(const float3 &a, const float3 &b, const float3 &c, const float3 &d) | QuadDice | |
QuadDice(Mesh *mesh, int shader, bool smooth, float dicing_rate) | QuadDice | |
reserve(EdgeFactors &ef, int Mu, int Mv) | QuadDice | |
EdgeDice::reserve(int num_verts, int num_tris) | EdgeDice | |
scale_factor(SubPatch &sub, EdgeFactors &ef, int Mu, int Mv) | QuadDice | |
shader | EdgeDice | |
smooth | EdgeDice | |
stitch_triangles(vector< int > &outer, vector< int > &inner) | EdgeDice | |
tri_offset | EdgeDice | |
vert_offset | EdgeDice | |